View Full Version : Urgent BodyPaint help needed!
leigh 11-10-2005, 05:53 PM It's been quite a while since I last used BodyPaint so I am a little rusty on this... I am trying to apply two different textures to two different polygon selections of the same object, but every time I try applying a different material to each selection, it doesn't work.
What is the quickest way to do this? I cannot show any screenshots because this is for a film, so it would be breaching NDA.
Any help would be greatly appreciated.
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Assignment to selections works via the material tag. You create the polygon selection tag and then drag the selection in the selection field in a material tag.
In your case drag the two materials on the objec tso you have two material tags, then create the selection tags and drag one in each material tags selection field.
Hope this helps
Björn
Edit: Make sure to deselect the selection tag before creating the new one, otherwise the first one will b eupdated. An example on restriction to selection can be found here:
http://www.bonkers.de/download/materialrestriction.c4d
It's been quite a while since I last used BodyPaint so I am a little rusty on this... I am trying to apply two different textures to two different polygon selections of the same object, but every time I try applying a different material to each selection, it doesn't work.
What is the quickest way to do this? I cannot show any screenshots because this is for a film, so it would be breaching NDA.
Any help would be greatly appreciated.
As an alternative to restricting textures to poly selections, which isn't in general a very good texturing method as you can't control blending between selections, etc, you may want to paint in layers if necessary with a good UV map, then use tools like the Fill Selected Polygons with Current Color tool.
leigh
11-10-2005, 06:29 PM
Thanks for the help folks! It's working now... not sure why it wasn't earlier but now it's working the way I need it to.
Thanks again :thumbsup:
leigh
11-10-2005, 06:53 PM
Wow I forgot how fast BodyPaint is! I'm painting on a couple of 8k textures simultaneously here, with no problems :thumbsup:
This just saved me a whole lot of time :)
AkaKico
11-10-2005, 07:13 PM
Leigh in the c4d forum. A rarity. I'm going to start teaching a friend of mine bodypaint tonight. I sent him to your site and told him not to come over until he's read all your texturing articles : ) Good luck with bodypaint'ing!
govinda
11-10-2005, 09:20 PM
Hey, who's this woman who doesn't know anything? Noob alert! Kill the noob!
(Sometimes I'm so glad I don't do film work I could jump for joy. 8k file. Good gawd, the things they do for love.)
LucentDreams
11-10-2005, 09:53 PM
Wow I forgot how fast BodyPaint is! I'm painting on a couple of 8k textures simultaneously here, with no problems :thumbsup:
This just saved me a whole lot of time :)
well hopefully you start using it a little more often again. Just wait leigh till you have 9.5 and BP2.5, maybe even the produiton bundle verison downt eh road, painting in High dynamics range with proper brush falloff unlike PS CS2, and its blazing fast at HDRI painting too. I've been experimenting with effects I've never seen before with HDRI. theres even away to simulate thin SSS effects simply with HDRI.
leigh
11-10-2005, 10:05 PM
Leigh in the c4d forum. A rarity. I'm going to start teaching a friend of mine bodypaint tonight. I sent him to your site and told him not to come over until he's read all your texturing articles : ) Good luck with bodypaint'ing!
Hope he enjoys the articles :)
leigh
11-10-2005, 10:06 PM
(Sometimes I'm so glad I don't do film work I could jump for joy. 8k file. Good gawd, the things they do for love.)
Are you kidding?! The bigger, the better! I LOVE working on massive textures - you can get so much more detail into them! The other day I was working on a 20k texture - now THAT was fun :D
leigh
11-10-2005, 10:09 PM
well hopefully you start using it a little more often again. Just wait leigh till you have 9.5 and BP2.5, maybe even the produiton bundle verison downt eh road, painting in High dynamics range with proper brush falloff unlike PS CS2, and its blazing fast at HDRI painting too. I've been experimenting with effects I've never seen before with HDRI. theres even away to simulate thin SSS effects simply with HDRI.
Well the reason I haven't used it in ages is because I had to leave most of my software, including my C4D Production Bundle, in storage in South Africa when I moved to the States. We have BodyPaint here at work though, and I had to use it today because I needed to paint onto two different textures simultaneously - usually I use ZBrush here at work for 3D painting, but ZBrush can't do two textures or images larger than 4k, so I had to use BodyPaint.
Looking forward to seeing that HDR painting! Although here at work we usually don't need to do that because we get adequate HDR photos from on-set, which are then combined in HDR shop by a team here. And as for SSS... we have a bunch of shading whizzo's that do those shaders when necessary :D
LucentDreams
11-11-2005, 06:05 AM
Well the reason I haven't used it in ages is because I had to leave most of my software, including my C4D Production Bundle, in storage in South Africa when I moved to the States. We have BodyPaint here at work though, and I had to use it today because I needed to paint onto two different textures simultaneously - usually I use ZBrush here at work for 3D painting, but ZBrush can't do two textures or images larger than 4k, so I had to use BodyPaint.
Looking forward to seeing that HDR painting! Although here at work we usually don't need to do that because we get adequate HDR photos from on-set, which are then combined in HDR shop by a team here. And as for SSS... we have a bunch of shading whizzo's that do those shaders when necessary :D
well your thinking of HDR it its common practice, for environment photos, but imagine being able to control skin texutres and other surfaces with that kind of precision. And yes I"d do SSS with shaders, butt he nice thing is it adds literally no render hit and no risk of artifacts or anythign liek that as thee is no shader used at all. I thinkt he fact that EXR and HDR came around specificallyw ith IBL in mind, that people have become close minded about its potential uses.
leigh
11-11-2005, 06:33 AM
well your thinking of HDR it its common practice, for environment photos, but imagine being able to control skin texutres and other surfaces with that kind of precision. And yes I"d do SSS with shaders, butt he nice thing is it adds literally no render hit and no risk of artifacts or anythign liek that as thee is no shader used at all. I thinkt he fact that EXR and HDR came around specificallyw ith IBL in mind, that people have become close minded about its potential uses.
I still don't really see the benefit of doing textures in floating point/HDR space... it would just add to render times :hmm: Considering that renders are often broken down into basic diffuse, together with many other passes, rendering the files and saving those in a floating point format makes more sense.
Then again.... I bet you that after saying this, painting in HDR formats will become more popular hehe :D
LucentDreams
11-11-2005, 08:30 AM
using an HDR doens't add a render hit, memory hit for sure(especially HDR instead of eXR) , but an HDR texture is no different then a jpeg or tiff outside of filesize (definitley wouldn't want a scene with four hundred HDR images ;)
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