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polarize
06-25-2004, 06:57 PM
Hi,

I had to break up my single Color Texture in 6 Textures and positioned them per default color in UV Space. One Texture in the default color of the other.... It worked really well - Exactly as you would expect.
Now i wanted to do the same with my Displacementmaps in MR. But for some Reason the Values of Alpha Gain and / or Alpha Offset seem to multiply with some value?
Or something else is happening... i dont know.
The strength of the first Displacementmap seems normal, but the second one (the one connected to the default color) displaces a lot more...:shrug:

Has anyone experienced and solved a similar problem?

Regards,
polarize

PS: I could use 6 Shaders and everything would be fine, but 6 skinshaders render a lot longer than one :rolleyes:

polarize
06-26-2004, 07:38 AM
I forgot to write that when Map2 is connected in the Default color of Map1 Alpha Gain and Alpha Offset donīt react to any Valuechanges....

http://people.freenet.de/unrealed/Displacementfehler.jpg

polarize
06-26-2004, 12:05 PM
Okay, Problem solved - I just had to use the out Alpha to connect it to the default color.

caretz
01-13-2005, 12:04 PM
polarize I m having exactly the same problem but with the color map
how did U assigned 6 different colormap to the same shader??
I ordered averything in the uv to have different coordinates that I feed into the offset of the 2d node
but I cant figure out how to stack them into one only shader

tnx

-a

polarize
01-17-2005, 11:45 AM
Hi caretz

I just used the Offset because thats the channel that controlls the displacement offset.
For your Colormap you have to use Default color as input for the 2nd texture.
Make sure to uncheck the wrap u and wrap v options :)

Greetings,
polarize

caretz
01-18-2005, 10:54 AM
tnx polarize for your reply
I don t know how U oganized the UV in texture space but here is a snapshot of mine

http://pg.photos.yahoo.com/ph/ilcaretz/detail?.dir=/7e7f&.dnm=6552.jpg&.src=ph

as U can see everything is into square but with an Offset of 1 or -1 accordingly in U and V

I m using mental ray to render and UV sets doesn t work

how did U spaced your texture in order to show different texture to different shells?
right now I m getting the texture only in the top of the chain with correct uv offset I can t display all the others
also I get override when I fire a render in MR it display the texture only into 0 to 1
let me know
tnx bro'

polarize
01-18-2005, 12:01 PM
I used only one uv set and also rendered it in MR:
SCREENSHOT (http://people.freenet.de/unrealed/UV_Tiles.jpg)
There is no need for a use of multiple uvsets to create the shader you are looking for.
..hope this helps..

And your Link is dead - I hope my free webspace will do it a bit longer than yours *g*

Edit: Okay, the link is not dead but i dont want to sign in somewhere...

caretz
01-18-2005, 01:44 PM
dude I m sorry for the broken link
my uv s kind of look like yours
let s go to a practical exemple
let s say I have my texture_01 I want to map into the torso
according to your UVsnapshot I will link it to the other textures into default input and in the 2d node will set the offset to U-1 V-1 right?

tnx for your promped answer

-a

polarize
01-18-2005, 07:43 PM
Just use translate frame instead of offset and it will work.
And yes that are the right values.
You have to render your object to see the effect.

I guess it will work now :)

caretz
01-20-2005, 11:09 AM
DUDE
U are the man!
tnx a lot

-c

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