Maya | Setting Up Multi-Tile UV Shader Networks for Arnold

In an extension to his look at Multi-tile workflow in Maya, Max Depth shows how to setup a shading network for Arnold, using displacement, normal, color and reflection maps.

how to convert your texture files into the .tx format that Arnold prefers, and marvel at the reduction in render time this workflow offers

This tutorial also covers using the .tx format in Arnold, and shows how to convert the texture files to .tx to dramatically speed up rendering. Previously, MaxDepth explored the relationship between high resolution textures and pixel density with a demonstration in favor of the multi-tile UV setup in Maya. Give MaxDepth some likes: MaxDepth on Facebook!