View Full Version : Shazam Rigging/Shading Workflow
Julez4001 08-12-2004, 02:16 PM Okay, this is my thread I guess I will project a bulk of my question on the shaderflow and hopefully it not only help me but any other newbie out there but Iw ill also post all my rigging tricks with this chaarcter. Chikega already knows I am working on a new cape rig (search cape clutz for old rig int his forum) built on motion dynamics rather than soft (which this one is in the pic). Thanks for Fred help a while ago I was able to get my head around messiah collision system to not make a ultra realistic cloth sim like Syflex but a functional tool for animating cloths and capes. The trick for this character is that he will need 3 cape rigs depending ont he shot: flying, running or just standing still having a conversation in some heroic pose.
http://www.flarenova.com/capshaderflow.jpg
Okay If you look over to the Lightwave forum, you know that I got a lw render version out of this but I ain't satisfied. I more than know that messiah render engine can make great images so I using this guy for learning education as a landscape shot in my film.
1. I need to layer 2 texture maps with out cancelling the second layer out or at least showing under the first one. if you look his brow there is a line that I can't blend with a second texturemap.
|
|
lmilton
08-15-2004, 06:23 PM
If you want to layer texture maps, just add another texturemap to the color input on the material. This is assuming, of course, that you've already defined the alpha and/or operators for the second map.
Am I missing something?
-lyle
ps: I'll try to follow this thread to track your progress.
Julez4001
08-16-2004, 04:50 PM
http://www.flarenova.com/texmap1.jpg
Colormap1 is the texturemap with uvs for the brow hair textures and the pinkish look.
Skinshader is the planar map z axis wit just some extra texturemap data that covers the brow inbetween and neck area.
I also tried setting the operators to "+". Same thing.
lmilton
08-21-2004, 06:08 PM
From what you've described, it looks like it's working just as it should. Since you made no mention of alpha or opacity, I'm going to assume that you have none. Think of layering these textures just as you would layering in photoshop. If you put one layer on top of another, the lower layer will be completely obscured. If you want to see some of that bottom layer, you'll have to define the areas of opacity on the top layer with a mask or alpha map.
So, if you view each input on a shader/material as a photoshop document, it will all make a lot more sense... even the operators.
Let me know if this is clear.
-lyle
Julez4001
08-21-2004, 11:27 PM
If you look at the picture above, the top layer-facemap (ala photoshop) is limited and is not replicated on h or w. .. it just ends, the layer on the bottom is replicated infinite so it should pick the slack where the facemap is not reaching.
So u saying under that type of standard I still need an alphamap?
Also I have a hardtime blending gradient on top of a texturemap.
lmilton
08-27-2004, 11:37 PM
If you look at the picture above, the top layer-facemap (ala photoshop) is limited and is not replicated on h or w. .. it just ends, the layer on the bottom is replicated infinite so it should pick the slack where the facemap is not reaching.
So u saying under that type of standard I still need an alphamap?I don't know what you're expecting. It sounds like you have one texture on top of another and it's working as it should. You haven't clearly illustrated the problem you're having.
Also I have a hardtime blending gradient on top of a texturemap.Again, you're not being clear. If you just want the gradient to fade into the texturemap, why don't you just change the opacity/mix on the Gradient's shader block? If you want to set the blending "within" the Gradient, just change the alpha component on the specific markers.
Unless there's something else you're not telling me. I'd love to help, but I need clear info...
-lyle
Julez4001
09-30-2004, 08:39 PM
Rendered in Lightwave but the rig is messiah ...still workingon it.
Going to work onthe joints and
add the cape in the next few days.
http://www.flarenova.com/cm_flying7a.jpg
lmilton
10-07-2004, 06:35 PM
Julez,
After looking at your sample and reading your confusion, it occured to me that you may have been missing something. When I said that the i/o connections function like Photoshop layering, I meant "in principle". They're both layering systems.
The fundamental difference between PS layers and the node connections is that PS processes "bottom-up" so that the topmost layer is the final layer. In messiah, the connections are processed "top-down", the bottom connection processes last. This is because the nodes are treated just as any other hierarchical list in messiah where the processing is expected to be top-down. If you shift to this mindset (as you do with expressions), then the shaderflow should make more sense.
I hope this helps.
-lyle
CGTalk Moderation
01-18-2006, 11:00 PM
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.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.