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View Full Version : Help with texture labels and base colors.


brianemsu2
08-04-2003, 04:19 AM
When I connect textures to the color output of the shader, the base color changes to gray. How can I put these textures on my bottle and still get the brown color that the bottle is supposed to be? All options I have tried change the color of the textures to brown too.
This seems like a simple fix, but I can't seem to figure it out... please help!

Included are pictures of the bottle and the shading network (top, back and front labels)
http://www2.msstate.edu/~bee2/pics/shader.jpg
http://www2.msstate.edu/~bee2/pics/Bottle2.jpg
The texture placement nodes seemed to have compressed the labels down to fit but have replaced the empty space with the neutral gray. Seems like this empty space needs to be brown.
Also, in my layered texture node, the bottom layer is a flat brown but I can't figure out which blend method to use.
-B

misterdi
08-04-2003, 05:02 AM
Hmmm, I'm not good in texturing but here is my suggestion.

1. In layered texture node my first layer will be a flat color brown for the bottle.
2. As second, third, and fourth layer I can use texture as you had it right now, MU_back, file1 and file3.
3. I will not use Stencil node in this case, but I will use alpha channel embeded in the file and assign it to the alpha channel in each layer in layered texture. (This is much more like photoshop layering).

And that's it.

In case you need different materials for the bottle (blinn, phong, phongE or anisotrophic material - highly specular) and the labels (lambert - no or less specular), I will use a layeredShader node to handle it.

:)

brianemsu2
08-04-2003, 05:17 AM
Thanks for the info...
I think I actually got the blend layering 'over' to work. I just connected the alpha files to the alpha inputs on the layered shader.
How do you make a file with an embedded alpha channel... I have photoshop but have never learned how to do this.

misterdi
08-04-2003, 05:34 AM
If you are using photoshop, instead of having only 3 channel per image (r, g, b) you can create another channel. Usually photoshop will called it alpha1. It's a matte channel so only 256 grey level, white is opaque black will be transparent when it is used as alpha in layeredTexture in Maya.

You should choose image format that support alpha channel e.g: Tiff, Tga, pic not jpeg.

Best regards,

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