View Full Version : BP2 = multiple UV channels?
EricChadwick 07-30-2003, 10:57 PM I'm playing with the demo of BodyPaint 3D v2, wondering about how it handles UVs...
Can I use different sets of UVs for different paint layers? I'm painting masks for textures tiled across a terrain. Each of my three textures uses a different UV layout. The grass is tiled a bunch, but the rocks are tiled less, and the mask is not tiled at all (it fits the entire terrain). Model and UVs are created in 3ds max BTW.
So I'm trying to paint the mask using one set of UVs, while showing the other two using their own UVs, all composited on the same surface.
Is there a way to do this in BP2? Or am I nuts to try?
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AdamT
07-30-2003, 11:14 PM
If I'm understanding correctly I think you want to use the texture paint feature--found in the color palette. This allows you to paint with bitmaps which you can tile as well as scale and rotate. So you could simply choose a different tex brush for each layer and adjust the scale accordingly. Let me know if that's not clear and I can maybe do a mini-tut.
tilo.kuehn
07-31-2003, 06:57 AM
Originally posted by posm
I'm playing with the demo of BodyPaint 3D v2, wondering about how it handles UVs...
Can I use different sets of UVs for different paint layers? I'm painting masks for textures tiled across a terrain. Each of my three textures uses a different UV layout. The grass is tiled a bunch, but the rocks are tiled less, and the mask is not tiled at all (it fits the entire terrain). Model and UVs are created in 3ds max BTW.
So I'm trying to paint the mask using one set of UVs, while showing the other two using their own UVs, all composited on the same surface.
Is there a way to do this in BP2? Or am I nuts to try?
BP2 can handle many materials at the same object. but for one material you can only assign one uvset. you can create polygon selections so that a part of the object uses material A and the rest material B.
you can also overlay materials so that all polygons uses the color channel with uvset A (in combination with material A) and the bumpchannel uses uvset B (in combination with material B).
which 3d software are you using? did you transfered you data through the Xchange plug into BP2???
cheers
tilo
greekdish
07-31-2003, 07:39 AM
OMG.....did anyone else notice that in BP2 you can move around your model Maya like??? You can still use the 1,2,3 keys to transform, scale and rotate the view...but now you can also you the Alt-LMB,MMB, and RMB combos like you do in Maya. WOOT!!! That is the best thing Maxon couldve done!!! :applause:
Originally posted by greekdish
OMG.....did anyone else notice that in BP2 you can move around your model Maya like??? You can still use the 1,2,3 keys to transform, scale and rotate the view...but now you can also you the Alt-LMB,MMB, and RMB combos like you do in Maya. WOOT!!! That is the best thing Maxon couldve done!!! :applause:
You did notice the "Reverse Orbit" option in the preferences? This will let BP 2 behave like Maya when it comes to rotating the viewport
Cheers
Srek
EricChadwick
07-31-2003, 05:55 PM
tilo got it right.
Hmm. I wonder then if BP2 would let me paint a mask between two materials? Material A would be bitmapA using uvset A in its color channel, and material B would be bitmapB using uvsetB in its color channel, and the mask be bitmapC using uvsetC.
Basically I'm trying to paint a mask between two color textures, where all three use different uvsets, and wondering if BP2 is up to the task.
I'd like to use the 3ds max exchange plugin to send the geom over, with 3 pre-created uvsets. I'm reading the Exchange pdf, checking how the setup should be. Does Exchange work with the demo (BP import only I'd imagine)?
EricChadwick
07-31-2003, 06:03 PM
Hrmmf. Exchange pdf says that when exporting from 3ds max "you will be able to use only the first UV channel for
each object; subsequent UV channels will be ignored."
But I could workaround this. Perhaps I could just copy my single 3dsmax uvset, then adjust the tiling to use it for the second color map. I guess I can simply create a third uvset for the mask (planar from the top). Could someone enlighten me about how to copy a uvset in BP?
AdamT
07-31-2003, 06:14 PM
Originally posted by posm
tilo got it right.
Well I hope so, since he was the main programmer and resident lord of evil! :wavey:
AdamT
07-31-2003, 06:16 PM
Originally posted by posm
Hrmmf. Exchange pdf says that when exporting from 3ds max "you will be able to use only the first UV channel for
each object; subsequent UV channels will be ignored."
But I could workaround this. Perhaps I could just copy my single 3dsmax uvset, then adjust the tiling to use it for the second color map. I guess I can simply create a third uvset for the mask (planar from the top). Could someone enlighten me about how to copy a uvset in BP?
To copy UVs you just have to copy the UV tag next to your object in BP. But I don't know if the multiple UV sets will translate back to Max if you don't merge them in BP.
EricChadwick
07-31-2003, 07:31 PM
Thanks AdamT.
How about my other question...
I wonder if BP2 would let me paint a mask between two materials? Material A would be bitmapA using uvset A in its color channel, and material B would be bitmapB using uvsetB in its color channel, and the mask be bitmapC using uvsetC.
Is there a way to do this?
AdamT
07-31-2003, 07:50 PM
Originally posted by posm
Thanks AdamT.
How about my other question...
I wonder if BP2 would let me paint a mask between two materials? Material A would be bitmapA using uvset A in its color channel, and material B would be bitmapB using uvsetB in its color channel, and the mask be bitmapC using uvsetC.
Is there a way to do this?
I guess you could just use a third material with an alpha channel, no? I'm not familiar with Max's material system, so I can't say exactly how it would work.
EricChadwick
07-31-2003, 09:21 PM
Oh, ok. So then this means BP allows layering of separate materials on the same polygon, using alpha? If it isn't too much trouble, could you outline the steps to create this setup? Assuming I'm just bringing un-materialed geometry in...
At this point I don't really mind about getting my setup out of and into 3ds max, because it sounds like Exchange doesn't export multiple uvs from max.
Thanks for your time AdamT, this is much appreciated.
AdamT
07-31-2003, 09:41 PM
Sure, no problem. It's really easy to layer materials in Cinema. You just drag them from the Material Manager onto the object (either in the editor or in the Object Manager). The order of the material tags in the Object Manager determines how the textues are layered. The tag to the far right is topmost, while the one at the far left is on the bottom. If a material has an alpha channel then materials below will show through. This is not the case for transparency, btw.
There is also a Mix option in the material tag. This just blends materials (no mix mode options like multiply, soft light, etc.), so I don't find it too useful.
EricChadwick
07-31-2003, 10:44 PM
Last question I think... can a material's alpha channel use a different uvset than its color channel?
AdamT
07-31-2003, 11:38 PM
No--see Tilo's answer above. I should mention that if you are rendering in Cinema you can use the Bhodinut Projector shader (a channel shader) to have different mapping and tiling within a single material.
EricChadwick
07-31-2003, 11:44 PM
OK, thanks for this.
I guess my solution then is to bake my tiled texture into a large untiled one, then use that as the color, while painting its alpha.
Thanks again.
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