View Full Version : blending seams
flameon 04-27-2003, 10:05 AM I am new to the 3d world, and I am having trouble with the texturing.
I am trying to get rid of seams by blending 2 images together with an alpha channel, but my result is not looking good.
I would really like to see the render tree image, to see if I'm using the right nodes.
Any help would be great
:beer: cheers
|
|
GavinG
04-27-2003, 04:03 PM
Have you messed around with the texture editor at all?
Gav
Atyss
04-27-2003, 05:09 PM
In the Render Tree, it's very straight forward. Plug a Mix node into your surface shader and then connect all your textures. If your textures don't have an alpha channel, use weight maps, that you will connect in the weight inputs of the Mix node.
In the Mix node, if your textures have alpha channel, set the Mode the Modes to Mix, and check Multiply Weight by Alpha. If you use weight maps, set the Modes to Alpha.
Finally, make sure each texture is using the right projection.
Cheers
Bernard
flameon
04-27-2003, 07:20 PM
1st Thanks to those who replied.
Gavin G: I have done some texturing before but nothing very complex.
Atyss: Thankyou for responding.
I have been running 2 images into the ambient blend
and diffused blend. Try to blend the images there.
Could this work?
In your comment to use the mixer node. Do I plug that into
the actual material surface?
I have also heard there are problems with color1 or base
color in mixing is this true?
Thanks again for the help
Atyss
04-27-2003, 09:43 PM
@@@@
I have been running 2 images into the ambient blend and diffused blend. Try to blend the images there.
Could this work?
@@@@
Yes it could work, as a Blend node is exactly a Mix node.
@@@@
In your comment to use the mixer node. Do I plug that into the actual material surface?
@@@@
No. Plug it into a surface shader (Phong, Blinn...) then plug the surface shader into the Surface input of the Material node.
@@@@
I have also heard there are problems with color1 or base color in mixing is this true?
@@@@
Never heard of that before.
Cheers
Bernard
flameon
04-28-2003, 10:58 AM
I think I have found my problem.
I was creating a sherical texture surport and then a planar, but at no time do they over lap. ( in the texture editor)
Do i have to give the 1 object 2 overlaping texture projections and create a gradient alpha channel in the over lap.
This means I have 2 texture maps for the object.
And if so do get the 2nd texture in modify-texture-add
:insane:
Thanks again for the help
CGTalk Moderation
01-15-2006, 12:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.