PDA

View Full Version : using a layered texture node for blending normal maps


Me109
02-14-2012, 01:34 PM
Hi.. I have a question about the layered texture node..

the following is my network

http://www.jamietelford.com/binthree/normalMap_layeredTexture_01.png

Basically I have a phong material with a generic diffuse and specular plugged in at the top.

On the left hand side I have two normal maps that I feed into a layered texture node.. which then feeds into my bump node and finally into the bump input of the phong material



I have a base normal map with a "forehead wrinkle" normal map blended "over" the top
next I feed a indexed mask map into the transparency slot on my "forehead wrinkle" layer


at this base level everything works great.. using viewport 2.0 I can preview my masked "forehead wrinkle" over the top of the base normal map.. however!...

My goal is to extend this network by being able to control the mask by using a blendcolor node.. basically blending between the mask and 100% black..

However placing the blendcolor node between the mask and the transparency input as indicated by the red arrow in the image above breaks the network..

I'd really appreciate if anyone can give comment about what I should look at to correct this problem..

cheers

Jamie

Me109
02-20-2012, 08:31 AM
Hi.. I end up implementing a custom cgfx shader in Mental Mill as follows

http://www.jamietelford.com/binthree/mentalMill_network.png

It works in real time inside maya and viewport 2.0 is not required to view it.. so I have a simple test scene as follows with custom controller inputting directing into the cgfx shader and altering the effect of a mask.. in this case three different masks..

http://www.jamietelford.com/binthree/cgfx_Maya.png

cheers

CGTalk Moderation
02-20-2012, 08:31 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.