i applied vex layered to a sphere (using just base layer/texture)
with shader nodes: apply to the whole sphere polygon.
uvproject: apply to just some polygons (example 6 polygons/faces)
when i rendered , the rest/other poly(other than 6 i've selected for uvproject) are tinted with some color, so it's not pure black.
where's this color coming from?
the ‘texture tints’ parameter (set to : diff+alpha) can remove this color only if i set the ‘map tiling’ to decal and just using single layer.
how to deal with this problem?
thanx
another vex layered question
3083 3 1- metaclay
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- symek
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As I understand, you apply texture shader to whole geometry but uv projection is applied just to few polygons, right?
well… doing like that, you apply texture to whole geo but geo has incorrect uv coordinates outside group of polys with uv projection. This “non-black” colour is your texure badly maped on surface without uvproject method.
If you need texture just on some polys apply both shader&uv just on them, or apply shader to whole geometry and place texture just in right place with scale/trans/rot method inside uvprojectSOP (or any other SOP designed for projecting UV coordinates.
hmm… Aren't there too many of them..?)
I'm not sure is this is what you'we asking for…
cheers,
SY.
well… doing like that, you apply texture to whole geo but geo has incorrect uv coordinates outside group of polys with uv projection. This “non-black” colour is your texure badly maped on surface without uvproject method.
If you need texture just on some polys apply both shader&uv just on them, or apply shader to whole geometry and place texture just in right place with scale/trans/rot method inside uvprojectSOP (or any other SOP designed for projecting UV coordinates.
hmm… Aren't there too many of them..?)
I'm not sure is this is what you'we asking for…
cheers,
SY.
- metaclay
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thanx SYmek,
yep, that's what i'm trying to do.
well, thank you for the info, actually i'm just experementing by going a bit crazy.. trying to push the ‘vex layered’ to act like multi material ,not multi texture,
so for example in single vex layered , i use 5 or 6 layer , apply to a sphere…
then trying to put base and second layer to poly number x , third and fourth layer to poly no. x2, fifth and sixth layer to poly no. x3.
in other word , i'm just trying to distribute these kind of layers to different place/face/poly rather than put them together on whole poly(shpere).
so the sphere will look like having 3 different vex layered (each with 2 layers) on it.
that's why i need to assign shader to whole poly/sphere, and assign uvproject(s) just to some areas on the sphere…
which then i found out that something doesn't work out here.
so , maybe i can't be that crazy…
anyway thanx for the information.
clay~
yep, that's what i'm trying to do.
well, thank you for the info, actually i'm just experementing by going a bit crazy.. trying to push the ‘vex layered’ to act like multi material ,not multi texture,
so for example in single vex layered , i use 5 or 6 layer , apply to a sphere…
then trying to put base and second layer to poly number x , third and fourth layer to poly no. x2, fifth and sixth layer to poly no. x3.
in other word , i'm just trying to distribute these kind of layers to different place/face/poly rather than put them together on whole poly(shpere).
so the sphere will look like having 3 different vex layered (each with 2 layers) on it.
that's why i need to assign shader to whole poly/sphere, and assign uvproject(s) just to some areas on the sphere…
which then i found out that something doesn't work out here.
so , maybe i can't be that crazy…
anyway thanx for the information.
clay~
- symek
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I don't know, maybe not so crazy .
To achieve what you want, just apply on whole goe UVLayerSOP for every texture. As long as these are texture (to procedural shader) you can scale then to appear just on part of your geo. But UV coordinates should be applied one the same area as shader. Repeat UVLeyerSOP as many times as you need and inside Layershader choose correct layer for every texture. This is standard procedure.
cheeers,
SY.
To achieve what you want, just apply on whole goe UVLayerSOP for every texture. As long as these are texture (to procedural shader) you can scale then to appear just on part of your geo. But UV coordinates should be applied one the same area as shader. Repeat UVLeyerSOP as many times as you need and inside Layershader choose correct layer for every texture. This is standard procedure.
cheeers,
SY.
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