View Full Version : Difference between material ID and map channel?
robmaxwell 03-28-2003, 02:30 AM I know wha material ID does, it is obvious from the multi-sub object material. But map channel I am clueless about. How does it relate to material id if in fact it does?
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Dave Black
03-28-2003, 02:35 AM
Map channels are the material equivelant of a material ID.
Map channels allow you to communicate effects properties and material FX between components.
You've got 15. Use them wisely. Of course, I've never personally needed more, but just keep that in mind.
Say you want just the white portion of a noise map to glow. You'd assign a material ID to that portion of the map, and then tell the glow to only effect that ID.
Hope that answered your question...
-3DZ
:D
robmaxwell
03-28-2003, 04:03 AM
I think I am starting to get it, but I feel that I need more of an explanation.Right know I am still a little confused. I am not sure if you are including material effects id in the map channel conversation or not. I have a pretty good understanding of how effects id works. So are you saying that map channel works in conjunction with the effects id also?
Libor
03-28-2003, 08:32 AM
Just forget what has been said;)
Its simple. Material IDs assings different sub-materials from multi sub material to face selections.
Mapping channels (you can have up to 99 on one object) are for mapping bitmaps to your object. So you can map different bitmaps from one material (diff, bump, opacity etc) in a different way. the only thing what you have to do is to go to material editor and change mapping channel of the bitmap to an apropriate one.
Here is a example (because my explanation sucks - Im pretty bad in English).
1. Apply uvw mapping modifier to your mesh (map channel is 1 - its default setting)
2. Apply another mapping modifer to your mesh with different map projection and change map channel to 2
3. Assing material to your mesh
4. Put some bitmaps in the material (ie diffuse and self illumination) and change their mapping channels)
5. As you can see, different bitmaps have different style of mapping!
You can of course collapse mesh and the mapping channels are still "baked" in mesh.
Hope it was clear:)
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