The layered texture in Maya opens up a lot of opportunities when designing a shading network. In the example, we will also bake lights a process of converting illumination and shadows into a texture. This is very widely used in the gaming industry to reduce processing overhead of real light lighting. Create a plane of 4 *4 divisions. Add a spot light with depth map shadows enabled. First we will design our basic tiles look. Create a lambert material and connect a new file texture. As the texture requires tiling, we can use repeat UV option in the placed 2d texture node. But here we will use a different technique called as unitize UV’s. This option maps the texture individually to each polygon face of the geometry.