View Full Version : DirtyNuts Issue
Cyborgguineapig 07-28-2003, 08:18 AM Why don't I understand this... I want to have DirtyNuts in my Bhodi-nut shader but I already have materials taking up the fusing channels and I don't want to change those, Is there any possible way to do this and Dirty-nuts? I tried mixing a regular shader with Dirty-nuts with the Bhodi-nut shader but it doesn't seem to work. Am I missing something here? Is there a way to create new channels in the Bhodi-nut properties? I noticed that some materials like Mabel and Nukei support two surfaces. BTW I am using Nukei I believe, The fusing channels as I said are already being used to give a paint peel/aged look but I still want to add Dirtynuts to the model. Any idea?:shrug: You would expect the Diffuse channel to have a shader property but sadly it doesn't.
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LucentDreams
07-28-2003, 08:47 AM
use a fusion channel shader inside another fusion? or simply make a second material with dirtynuts in the alhpa channel (the way I usually use dirtynuts)
Cyborgguineapig
07-29-2003, 02:38 AM
Cool the dirtynuts in the alpha channel of a new material worked for me, I'm wondering though, How is it that I don't need to check "Mix textures" for the aplha material to work with the Bhodi-shader? All I do is place it right next to the bhodi shader and it works. Anyway thanks.;)
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