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Old 11-02-2013, 11:51 PM   #31
zaskar
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franky****inFourFingaz
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Just rethink the steps described, all necessary connections happen between
Code:
mia_material -> layeredTexture -> surfaceShader -> shadingEngine veinsFileNode ->
 
Old 11-03-2013, 12:24 AM   #32
zaskar
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Ok, my bad: the connection from mia_material_x.resultA needs to go into layeredTexture.input[1].alpha, therefore set its layer color to white. Below an example setup.
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File Type: zip customAlpha.zip (9.4 KB, 2 views)
 
Old 11-03-2013, 12:28 AM   #33
rkissinger
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How I laid it out

I've attached the alpha layer and a copy of what I did with the layer network to see if I am on the right track... I'm going to render again... I'm not expecting a miracle...
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File Type: jpg alpha-for-wings.jpg (66.6 KB, 3 views)
File Type: jpg new-layer-texture-configuration.jpg (61.8 KB, 2 views)
 
Old 11-03-2013, 12:56 AM   #34
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so just switch the order of the layers?
 
Old 11-03-2013, 12:58 AM   #35
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sorry I see what you mean... put the result into the alpha instead of the RGB color channel.
 
Old 11-03-2013, 01:08 AM   #36
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So here is what I did based on your texture... fingers crossed

By the way thank you for all your help. I'm amazed that someone would take the time like this and dismayed by my equally confounding ability to figure this stuff out on my own. What did then was this:


wing lines Out Color R --> layered texture 2. inputs[0].alpha

mia material x Result A -->Layered texture 2. inputs [1].alpha
 
Old 11-03-2013, 02:25 AM   #37
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didn't work

Well I tried that but it didn't work... in fact it appeared to be the opposite effect. So my guess is that the layer attached to the alpha needs to be black not white then? Basically the lines that we wanted white stayed the same pale white as before and the areas that were transparent before became completely black leading me to assume that the alpha had the opposite effect. Correct me if you think that this is wrong. How does one send beer to Germany anyway?
 
Old 11-03-2013, 07:37 AM   #38
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It Worked! I think...

Ok so I think that it worked... except that it may have erased all signs of reflections from the wings... not a big deal though I suppose. I was thinking that I could create a separate render layer with just the mia material x passes and render out a reflection pass and then composite that on top... but I think it worked... How do I send beer to Germany? Also the reflections might show up if I place the wing at another angle, I'm not sure. Basically what I added a new alpha layer unattached to anything with the inverse alpha in the number 0 slot of that layer shader and it added the white lines that I needed.
 
Old 11-03-2013, 07:37 AM   #39
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