View Full Version : mib_texture_remap Rotate
04-13-2006, 10:55 AM
i'm trying to rotate my texture using "mib_texture_remap"
according to the documents i should be able to rotate the texture.
mib_texture_remap Accepts a texture vertex and scales, rotates, translates, crops, and joins textures. The order of operations is transform first, then repeat, alternate, torus (wrapping), and finally min/max crop. For a full description of this node's attributes, see the mental ray Shaders Guide in the Maya Help.
i'v been playing a bit with the attributes in the image, but it is not to clear.
Can anyone help me out?
04-13-2006, 02:02 PM
but why not use the maya buildin interactive tools ??
with the 2d placement node ?
04-13-2006, 02:08 PM
i don't get map files that has been converted with the -r options to work with the standar maya 2dplacment node.
so i'm stuck with a mr nodes i think.
04-13-2006, 02:29 PM
no problems here with .map. even with -r or
whatever. but if you wanna use that node
you'll have to learn how to rotate your
textures using a matrix.
04-13-2006, 03:00 PM
Havent tried it myself though..
I had problems with the -r flag too btw..
04-13-2006, 03:15 PM
hmm, thats strange, i get odd results when i render my map with the -r and -p option with the 2dplacment node, i think it is the -r option that that makes it strange.
anything special you do to make it work with just maya nodes?
thanks for the tips about matrix, i'll check it out ;)
02-04-2007, 02:24 AM
i don't get clear with this matrix thing.
currently i am trying to get an bump (text) onto an dgs shader, i found several tutorials doing this with mib_texture_remap and other funky nodes.
i need the reflection blur of dgs.. any tips how to solve it on an other way, because i have to get the result till tomorrow :-(.
uh, maybe bumpcombiner from fran, hmm.. 'll give it a try
would aprecciate some tips!
02-04-2007, 02:24 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.