UV Mapping

Resolution Revolution Redux: Setting up multi-tile uv shader networks in Arnold for Maya


This video is a continuation of our Resolution Revolution: Multi-tile UV workflow series in Maya. In this video we learn how to setup a shading network containing Displacement, Normal Maps, Color, Spec, and Reflection. In addition to tips and tricks on how to setup these types of shading networks, we will also cover how to convert your texture files into the .tx format that Arnold prefers, and marvel at the reduction in render time this workflow offers.

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3 comments on “Resolution Revolution Redux: Setting up multi-tile uv shader networks in Arnold for Maya

  1. bros

    there’s also the possibility to use the token in the filename. so the tiles will be read on rendertime and no daisychaining needed.

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