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Beechdbum
06-09-2003, 04:31 AM
ok i need help once again :eek: what i am trying to achieve is the color blur affect shown on ball B by using selections , i have tried acouple of different things in the alpha channel but could only get a blur in one direction, while i need a mulitdirectional blur, i hope this made sense

Per-Anders
06-09-2003, 05:18 AM
not quite sure what you mean, but selections really wont be your best friend here, i'm presuming though you need this to soften the difference between different textures (other than b&w) that you're applying to a model right?

what i sometimes do is use dirtynuts vertexmap in the alpha channel, then make a vertex map over the points i want to be textured using my texture, the vertex map sorts out the softening, render and all is well, then to speed up rendering (because dirtynuts vertexmap isn't the fastest) i make selections of the area i want the texture in, only one row of polys larger than the texture (i.e. a poly row for the feathering to happen in) and then i set my uv's to that selection set, and bake the alpha map, bitmaps will run a lot faster than vertexmap plugin.

if you just want a ismply solution to what you've posted directly, then put in a standard "V" gradient or alternatively a falloff gradient in the alpha, going white to black, and use that.

hope that any of this helps.

Beechdbum
06-09-2003, 06:01 AM
i guess i better way to say it would be i want the colors to bleed just like when when set the vertex weight for a selection how the yellow doesnt have sharp edges around its selection

Beechdbum
06-09-2003, 06:04 AM
i guess what im trying to say is i want the color to bleed from the selection just like the yellow does when you set the vertex weight for a selection


Sorry for the double post,

Per-Anders
06-09-2003, 06:13 AM
yes, that's what i meant about using the vertexmap plugin, part of dirtynuts. have a look, it will do exactly what you want.

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