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Use the Double Switch utility
Use Switch utilities
Use the Quad Switch utility
Use the Triple Switch utility
For
a description of the Triple Switch utility, see
Triple Switch.
Lets
you map different textures to several objects in a scene. You can
switch any triple float attribute, such as RGB out colors.
In the following, a Rock texture
is initially mapped to the objects (simple revolved surfaces that
look like bowls) because a grainy texture is required. The other
textures you map onto the selected objects retain this grainy texture
while displaying their specific texture attributes.
To
use the Triple Switch utility
- Create
a material and assign it to all the objects in the scene.
- In
the material’s Attribute Editor, map a texture
to the Color attribute.
- In
the texture’s Attribute Editor, place the
cursor over one of the Color attributes
then right-click Create New Texture from the
pop-up menu.
- From
the Create Render Node window,
select Triple Switch from the Switch
Utilities. Notice that the bowls lose their initial color.
You can either map another texture to the objects or change the
color using the Default attribute in the Switch
Attributes Editor.
- Open
the Outliner (
Window > Outliner),
and middle-drag the objects for which you want to display another
texture into the
inShapecolumn.
Only four of the bowls in the following are
to be texture mapped. The top bowl retains the Default color
setting.
- To
map textures to the other objects, click to highlight the revolved
surfaces in the inShape column then select
the
Map Item button.
- Select
another texture for each object from the Textures tab
in the Create Render Node window.
The following shows the four bowls and the textures
mapped to them in the Switch Attributes editor.
Adjust the textures for each item if necessary.
The following gives you a better idea of how the textures are mapped
to the bowls and how the connections display in the Hypershade.