Howdy,
I'm very confused about a very simple shader matter.
I went to the diffuse tab of the Classic Shader, checked “use map” and specified the path - no diffuse texture renders out. If however, I plug into the “base color” a texture node pointing to the same textures, everything's fine.
Mind you, the diffuse textures are UDIM format, for which seems to be no check-mark like the Texture node has under the texture file path. Is this a technical limitation of the Classic Shader, best to be worked around like I did or is it a mere oversight?
Classic shader
945 2 1- anon_user_89151269
- Member
- 1755 posts
- Joined: March 2014
- Offline
- jsmack
- Member
- 7737 posts
- Joined: Sept. 2011
- Online
- anon_user_89151269
- Member
- 1755 posts
- Joined: March 2014
- Offline
I cannot check to be 100% sure at the moment, but I don't think I have any point color attr, zero or otherwise. And besides, isn't the diffuse color going to be multiplied with the point color, regardless of the method chosen for driving the diffuse color?
Seems to be a simple lack of UDIM support here, since after I posted the initial inquiry, I've replaced the UDIM “sequence” with just one of those texture maps and it works as expected, although, of course, only the correspondent patches are visible.
Seems to be a simple lack of UDIM support here, since after I posted the initial inquiry, I've replaced the UDIM “sequence” with just one of those texture maps and it works as expected, although, of course, only the correspondent patches are visible.
-
- Quick Links