View Full Version : multi texture?
I have the following problem: I want to texture a wall with a wall texture, and want to add some sprays, but I don't want to add them on the wall texture
I tryed it with a layerd shader......but I can't figure out how it should work :hmm:
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bigfatMELon
06-04-2002, 09:31 PM
A Layered Texture node is what you want. Keep in mind that the stacking order is opposite of what you probably expect. Also, you'll probably need to hook up your alpha channels from each node separately to the alpha input for each layer.
-jl
next question :)
how can I set an alpha channel?
Do I need an extra file with an black white image? just a tga? And where can I set it?
bigfatMELon
06-04-2002, 09:49 PM
First off. Don't use TGA unless you are working with a game engine that requires it (in which case the Layered Texture node is no good as well). Always use the IFF or BOT format for Maya. It pays off in the long run.
Second, you need to place your alpha into the 4th channel of the image. Maya expects images with RGBA channels. If it sees no fourth channel, it assumes it's RGB. If you provide an image with a 4th channel, then your alphaOut from the fileNode will carry that information. Otherwise it will be a constant value, which I would expect to be 1 for full alpha (or 100% opacity).
-jl
hm.......little problem: I made an image (black background white text) added an alpha channel as 4th channel and saved it as tiff
In maya I applied it to a simple plane, in the modeling window I can see through the plane and only the text is not invisible, but if I render the image the alpha channel doesn't work :(
bigfatMELon
06-04-2002, 11:41 PM
You need to connect the alpha channel specifically to the transparency of the material. And use IFF, not TIFF.
-jl
and how do I connect the alpha channel to the transparency?!
I tryed the same image as transparency but this doesn't work :(
:shrug:
studiomiguel
06-05-2002, 02:15 PM
I just noticed that my photoshop saves Maya IFF no problem. Is this a plugin that was installed with Maya or does PSD have this built in to it's installer?
cant save iff with photoshop ?!
it worked with tga.......I think the tiff file was the error
bigfatMELon
06-05-2002, 06:31 PM
If it worked as TGA then it would work just as well as a TIFF. But you don't want to use either of those with Maya. Hear me now: IFF, people! If your plan is to render something in maya that IS NOT going to a game engine later, then IFF or BOT should be your choice of file format. If you need a plugin to make that happen then stop what you are doing and go it.
I believe the the latest version of PS supports IFF directly. On the Mac, QuickTime supports it so any app essentially does as well. Regardless, there are PS plugins at www.highend3d.com to handle this.
-jl
lowkey
06-05-2002, 06:39 PM
If your plan is to render something in maya that IS NOT going to a game engine later, then IFF or BOT should be your choice of file format.
well, how about rendering for video-compositing ?!
will this rule apply either ? i always thought .tga was the format of choice when putting out to video !:shrug:
bigfatMELon
06-05-2002, 06:50 PM
Well, I actually think the output format of choice for video is QuickTime so you don't have to lug around a zillion files and screw numbering systems, etc... But you can output to whatever file format works for you.
My answer and the original question was not about output file format. We're talking about textures being applied to Maya shading networks. In other words, what file format would Maya like to use internally when rendering? Answer: IFF or BOT.
-jl
And I've always used tiff's.
Could you tell us how iff's/bot's pay off in the long run, bigfatMELo?
bigfatMELon
06-05-2002, 07:12 PM
Sure.
For starters, it's their format and what they specifically recommend. That is, it's the version of IFF that they architected for their own app. Long run compatibility is higher when using that file format.
Then there is a ram/efficiency issue. With IFF, you aren't going to notice much difference, but there is a huge difference with BOT files which is the format that allows textures to be spooled to disk while rendering.
Lastly, IPR expects IFF and can get pissy when it doesn't get them.
I have ignored these edicts in the past as well. While I have had issues (mostly in with the renderer) with tiffs and tga on occasion, I've never had issues using IFF.
-jl
lowkey
06-05-2002, 07:25 PM
uppps, once again i seem to have missed the point somehow ... :wip:
thanks anyway ! :thumbsup:
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