controlling placement of DGS bump?

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Old 02 February 2005   #1
controlling placement of DGS bump?

i see the Repeat, but is there a way i can rotate this file so i can better match the color file i want to use with this displacement file?
I tried connecting a 2d placement node first, then dropping this network into the "bumptex" slot, but the placement node would not stay connected.
Any ideas? I really like this node, but wish i had more control as far as rotate is concerned


Image here
[img]file:///C:/DOCUME%7E1/KEITH%7E1.GAG/LOCALS%7E1/TEMP/moz-screenshot.jpg[/img][img]file:///C:/DOCUME%7E1/KEITH%7E1.GAG/LOCALS%7E1/TEMP/moz-screenshot-1.jpg[/img]http://www.yourimagehost.com/is.php?i=35401&img=att_ed.jpg
 
Old 02 February 2005   #2
<img src="http://www.yourimagehost.com/is.php?i=35401&img=att_ed.jpg" border="0">
 
Old 02 February 2005   #3
Thumbs up

http://www.yourimagehost.com/is.php...&img=att_ed.jpg

sorry, heres a better link
 
Old 02 February 2005   #4
WHOOPS

I figured it out, the placement node is still connected, i just realized that it doesnt show in the workspace when i hit the input, output connections. Strange that it doesnt show, but its still in the utilities in hypershade, and it still controls the placement. Why would it do that?
 
Old 02 February 2005   #5
Unhappy

i dont mean to quadrouple post, but even tho the placement node is connected, it will not allow me to rotate or repeat or any other of the attributes of the placement node
 
Old 02 February 2005   #6
so noone knows how to create more control of the placement of the DGS bump node?
 
Old 02 February 2005   #7
Rotate your texture in Photoshop. Isnt that difficult as turning it with custom mentalray nodes. If you still want to rotate your texture within maya/mentalray refer to the following nodes in your docs: mib_texture_remap and mib_texture_rotate.
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Old 02 February 2006   #8
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