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View Full Version : Mapped Channel Madness. ?:(


Mr Fudge
01-28-2003, 11:34 PM
Please Please Please can someone help me before I commit Hurri Kirrie.

I am going mad trying to make a mapped channel with different UV's.

Would some kind soul make a plane with one base texture that covers the entire plane. Then using a different channel with different UV's map another texture on top of the base texture with an alpha. Then send me that file so I can see how it works. I have done it a thousand different ways and it never works.

My email address is KayleRyder@NTLWorld.com

I will be forever in your debt.

Thanks,
Kayle

Viper
01-29-2003, 03:01 AM
What version of MAX are you using?? I only have MAX 5 here....

Anyway, it comes down to this:

The resulting material, should be a Mix map. Map 1 is the main bitmap, Map 2 is the bitmap that is going to be inserted, and the mask should be the alpha map for the place of the second map.

So, once you got that covered, you have to make the alpha map visible on the viewports. So for an example if you have a mask that is just a black rectangle somewhere, assign a new UV map (In this case planar) and make it the size and position of that rectangle. Number it as UVmap number 2 (There is a where you can do that in it's properties)

That should do it. the Mix map should of course go in the diffuse slot...

phil
01-29-2003, 06:23 AM
here u go. I did 2 different materials to show 2 ways of doing it (there are heaps more). I didn't use an alpha channel cause i didn't want to have to send a map but it is possible to use the alpha in the material that uses the mix node, you just have to set the alpha source in the bitmap properties to "image alpha".

cheers.

phil
01-29-2003, 06:30 AM
haha, just realised i forgot to add the file :)

here tis

http://www.whiz.com.au/mapchannel.zip

sorry bout that.

Mr Fudge
01-29-2003, 10:47 AM
It must be really late, I was selecting the material effects channel. What a muppet I am.

Caio,
Kayle

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