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thekinder
06-27-2005, 12:48 AM
I'm modeling my SONY handyCam and trying to get the best rendering result.
http://img121.echo.cx/img121/2448/sonyhandycam8kw.jpg

I've founded a pretty good anisotropic shader for the general color of my cam.
But now i would like to put the text of every button of the cam.
I'm using a layered texture but it does'nt work

In my layered texture i have 2 layer :
First : The image with the text. All around the text is white. Blend mode : Substract
Second : the anisotropic shader

In fact i don't know exactly in which material i have to put the output color of the layered texture. When i look the output color it doesn't look like an anisotropic shader, it's all black with my text over.

So i'm waiting for you to suggest me something.
Thanks

PS : sorry for my bad english, i'm french ...

madart
06-27-2005, 08:11 AM
Great looking cam! :)

Make sure the anisotropic (bottom layer) has None blend mode.

What I usually do when I use layered texture or layered shader is to MMB-draw the swatch from the hypershade to the Layered Texture Attributes "box". You can change the order of the materials/textures.

If you post a screen shot of your hypershade and Layered Texture Attributes "box", it will be easier to see what you're doing.

thekinder
06-27-2005, 09:50 AM
Thanks for your answer.
I post screenshots of my Hypershade : You can see my layered texture output color is black :sad:
http://img246.echo.cx/img246/4668/hypershade6uy.jpg

Attribute box of the file texture layer :
http://img246.echo.cx/img246/605/filetexture3ba.jpg

Attribute box of the anisotropic layer :
http://img246.echo.cx/img246/255/anisotropic3rr.jpg
As you can see, my Blend mode for the anisotropic layer is set to None.

madart
06-27-2005, 11:07 AM
My mistake for not seeing or thinking about it, but it's been a while since I used layered textures. You might actually want to use layered shader instead, because you might want another shader for the text.

But when you're using layered texture, that is not a shader and the shader (anisotropic) should be "on top" (look at my image). And then the layered texture in the color map slot. I have just added some maps I found (the fractal is the "equivalent" to your grey material), that black&white map is the equivalent to your B/W text map, you have to set it to multiply.

http://madartgraphics.com/web/misc/lay_text.jpg
http://madartgraphics.com/web/misc/lay_tex_attr.jpg

But I think that I would try the layered shader if I were you, anisotropic for the grey material and another material for the text.

Hope this helps somewhat, please ask again, if I haven't explained it properly. :)

thekinder
06-27-2005, 02:54 PM
Thanks to your help I made a thing which works.
I've made the anisotropic more blue to be closer to the reality
http://img170.echo.cx/img170/4303/sonyhandycam21wq.jpg

Here is my Hypershade screenshot :
http://img50.echo.cx/img50/9798/hypershade21ez.jpg

So I've made a layered texture with the text mask in the first layer (Blend mode : multiply), and a text color image in the second layer. I linked the layered texture output color into the color of a lambert shader.
The I made a Layer shader where I put my Lambert shader first with full transparency, and then the Anisotropic shader with no transparency.
I don't know if there is a best way to do that but for the moment it works.
If you find another way of doing this I'm here :thumbsup:

madart
06-27-2005, 04:17 PM
The shader looks really good!

You can though:

1. remove the layered texture node,

2. connect the text color map/node to the lambert's color slot

3. connect the mask map/node to the lambert's transparancy slot.

In this case you don't need the layered texture as there is only one texture (the blueish text colour). In my example, I only had the one fractal noise map, there should have been more textures/nodes, for it to make sense really. I hope I haven't complicated things for you.

The way you have it at the moment works, you don't have to change anything if you don't want to.

I got curious about your website, so I visited. Very interesting!

thekinder
06-27-2005, 10:25 PM
I made as you told me. I've removed the layered texture and placed the color and the mask map/node in the lambert shader. It works the same way.
So thanks again for your help !

For my website, it's the one I've made for my stunt team in france, hope you enjoy it.
I visited your realistic eye tut and it's great. For my next human modeling, I will follow this tut

bye

Cameo
06-30-2005, 12:10 PM
The other way you could have done it was just to leave the blend mode as normal and have an alpha in your text file describing it's shape.

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