Use the Single Switch utility

For a description of the Single Switch utility, see Single Switch.

Switches single float attributes, like a Bump Value or Bump Depth.

Tip:

You can preview your results in Viewport 2.0, or render in the Render View.

You can add a Render View, viewport, and Outliner to your Hypershade window for this workflow. Select these editors from the Window menu in the Hypershade and dock them to the Hypershade. See Customize your layout in the Hypershade.

To use the Single Switch utility

  1. Create a material and assign it to all the objects in the scene.
  2. Map a texture to the material’s Bump Mapping attribute. Adjust the texture’s attributes and 3D placement if necessary.
    Tip:

    If Alpha Is Luminance is on in the Color Balance section of the texture’s Property Editor, the rendered result is much smoother. Alpha Is Luminance is on by default.

  3. In the Bump 3d’s Attribute Editor, place the cursor over the Bump Depth attribute, then right-click Create New Texture from the pop-up menu.
  4. Select the Single Switch utility from Maya > Utilities in the Create Render Node window.

    The Single Switch’s Property Editor appears.

  5. Open the Outliner (Windows > Outliner) and middle-select one of the objects for which you want object-specific bump mapping. Drag it to the In Shape column of the Switch Attributes section.
  6. Click the name displayed in the In Shape column then click the Map Item button (or right-click over the In Single column and select Map from the pop-up menu).

    The Create Render Node window appears.

  7. Select another texture. The Switch Attributes In Single column now displays the new texture. Adjust the texture’s attributes to get the look you want. Notice that only one of the object’s bump map changes as you adjust the attributes.
  8. Now change the Default attribute in the Single Switch’s Property Editor. The bump maps on the other objects in the scene adjust according to the value you enter.

    Click in the Hypershade work area toolbar to regraph your shader network.

    The following shows the shader graph in the Hypershade: