VM
02-20-2007, 01:47 PM
hi,
I'm trying to use 2 textures in a layered texture and have each texture be assigned to a different uv set. I managed to do that with the relationship editor, and it looks perfect in the viewport, but when I render with maya's software render I get a weird thin coat of transparency added to the areas where there is only uv set 1 (global), and no uv set 2 (local). this is a test with simple shapes and textures (the texture for uv set 2 has transparency around that green plant thingy, that's where the transparency looks right. as soon as we get beyond uv set 2 borders, there's that thin layer of defaultish.... transparency... why?):
http://mustec.bgsu.edu/%7Evirgil/stuff/layeredtextures.JPG
in other words, I have a generic texture for the whole object and a detailed texture (with an alpha) for only a small part of the object. same problem occurs with the layered shader, resulting in a very similar look:
http://mustec.bgsu.edu/%7Evirgil/stuff/layeredshaders.JPG
does anyone know how to apply 2 textures with different UV layouts to a surface and not have this issue? I will need to texture a creature and only the lips will have to have detail, I should try to keep the rest of the body texture at a fairly low rez (it's covered in fur - which yeah, might mask the weirdness issue, but then, those edges, between uv sets, might be visible underneath the fur...). thank you so much, in advance!
I'm trying to use 2 textures in a layered texture and have each texture be assigned to a different uv set. I managed to do that with the relationship editor, and it looks perfect in the viewport, but when I render with maya's software render I get a weird thin coat of transparency added to the areas where there is only uv set 1 (global), and no uv set 2 (local). this is a test with simple shapes and textures (the texture for uv set 2 has transparency around that green plant thingy, that's where the transparency looks right. as soon as we get beyond uv set 2 borders, there's that thin layer of defaultish.... transparency... why?):
http://mustec.bgsu.edu/%7Evirgil/stuff/layeredtextures.JPG
in other words, I have a generic texture for the whole object and a detailed texture (with an alpha) for only a small part of the object. same problem occurs with the layered shader, resulting in a very similar look:
http://mustec.bgsu.edu/%7Evirgil/stuff/layeredshaders.JPG
does anyone know how to apply 2 textures with different UV layouts to a surface and not have this issue? I will need to texture a creature and only the lips will have to have detail, I should try to keep the rest of the body texture at a fairly low rez (it's covered in fur - which yeah, might mask the weirdness issue, but then, those edges, between uv sets, might be visible underneath the fur...). thank you so much, in advance!
