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geoffr
09-11-2002, 03:31 PM
i must be missing something somewhere, but is there a way to have a separate specular, reflection and luminance diffusion channel for a single texture or should this be done in their own respective channels ie. reflection map?
also...
is there a way to get a realistic falloff, blurred reflection? the reflection is sharp at the surface and disappears in a blur. the built in blurred reflection seems to be quite grainy.

thanks

Grey
09-11-2002, 06:08 PM
you can set your reflection blur in the reflection channel.

I do it all the time.

I would imagine, however, that the solution to your question involves using Freznell in the reflection channel.

I know not if you can have variable falloff for reflection.

Per-Anders
09-11-2002, 07:13 PM
increase your min and max samples and the accuracy if you want smoother falloff. don't make it 100% as this completely blurs a surface.

as for the seperate channels, i'm not entireyl sure what you mean. they all have seperate channels in the texture, or do you mean for rendering (just use the render options dialog to make seperate passes). if you mean can you assign the same material to all three, they yes, copy the material and paste it, or use the diffusion channel to control them together as one. maybe you need to elaborate on what you need/mean and we can be a bit more helpful.

geoffr
09-11-2002, 07:56 PM
thanks for the replies.
mdme_sadie: the diffusion channel gives you the option to use a single image for the diffusion of either the luminance, reflection or specular (or a combination of the three). I would like to use a separate image for each.
i suppose i could use an image in the reflection channel, and a separate image in the luminance channel and just use the diffusion for the specular. this means that if i have a reflection map, i can't use the diffusion channel at the same time because it's being used for the specular.

as for the reflection blur: i know about the blur option, but i was wondering if there's a way to have a user specific setting for the speed of fall-off (from pin sharp at the surface to 100% blurred within).

i've been using c4d for a few years now for presentation things at work (obviously, speed is of the essence with this) but i'm working up a character at home so now i'm trying to get things right instead of just making do. hence the questions. i'm sure i'll be needing more help in the future.

thanks again for your help

geoff

Per-Anders
09-11-2002, 08:14 PM
welll i would use a seperate channel for all three (use specular colour to give the specular channel a texture). i never use the difuse channel if i can help it in c4d. just the colour channel, the relfection channel, and the specular colour channel with regards your question. as far as controlling the distance... hmmm, well c4d wont give you the effect you're after, but you can use distancefalloff plugin (it's free from the maxon website) to make the textures falloff in the reflection, but it's not a falloff to blur it's just a falloff to whatever colour... you can make some wonderful effects with it. alternatively if you've got the redies you can shell out on praline from bhodiNUT which should also do the job in a controlled manner (giving you more control as it's uses a gradient) but try the demo first to see if you can get the material you want with it.

geoffr
09-11-2002, 09:03 PM
mdme_sadie: thanks very much for your help. at least i wasn't missing something after all regards the diffusion. why don't you like using the diffusion channel?
i've tried the distancefalloff plugin but, as you quite rightly pointed out, it only fades to nothing and not blur.
thanks for the praline tip. i'll give it a look.
i hope one day you'll see the results of my texture labours

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