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Old 01-25-2013, 05:51 PM   #1
bpx
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Bernardo Pichardo
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mib_color_mix and bump issue

Hi all!

i'm trying to setup a mib_color_mix with two materials attached to it, one is a base color which has a bump on it and the other is a coat material without bump or anything, the thing is that the the bump of the base material is affecting the coat material, any idea how to avoid that?

thanks in advanced!
 
Old 02-01-2013, 02:37 PM   #2
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Hi,

This is quite strange, could you post a screengrab of your shader network? and show exactly how you are connecting your bump to your mia's then maybe I can help further.
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Old 02-01-2013, 05:57 PM   #3
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When I needed a workaround for this, I put the map that I was using for the weight in the color_mix node and the bump texture in a mult/divide node then plugged that result into the bump node.
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Old 02-04-2013, 05:07 PM   #4
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Hi all!!

@LinchpinZA: Here are some screenshots, the first one shows the connections, the second one the result i get from that and the third one is a compositing i did to show you the result i'm after.

@newguy4life: i tried that but didn't get the result i was after, maybe i didn't understand well, do you connect the map for the wight and the bump texture in a single multiply/divide?

thanks for the responses, i really appreciate it!
Attached Images
File Type: jpg 01-CONNECTIONS.jpg (49.8 KB, 18 views)
File Type: jpg 02-RESULT.jpg (26.8 KB, 20 views)
File Type: jpg 03-FINAL.jpg (46.2 KB, 17 views)
 
Old 02-04-2013, 07:09 PM   #5
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Here maybe this will help.

Basically, input 1 is the bump map, input 2 is the mask, outputX goes to bump value. Worked for me, hopefully it will work for you.
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Old 02-05-2013, 02:16 PM   #6
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that seems to work well when using a blinn material but when i change it to a mia_material i still get the bum map issue. i got a workaround to this problem consisting of using a mia_material connected to a lambert which then i connect to a layered texture and finally the layered texture to a surface shader. i believe that's not very efficient but it get the job done. thanks for the help!!
 
Old 02-05-2013, 02:26 PM   #7
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My guess is that you are bleding the materials, that's why you get the bump.
You should just add the coat material on top the base whithout a mask channel.
 
Old 02-05-2013, 05:46 PM   #8
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i already tried that but didn't work. it seems to be some compatibility issue between the mia_material and the mib_color_mix node. the fact that the native maya material work better really s@#ks!
 
Old 02-05-2013, 05:56 PM   #9
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Hmm I'd check your connections along the way and figure out what one isn't working because it works fine with mia_materials for me.
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Old 02-05-2013, 05:56 PM   #10
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