shaderflow question


#1

Hey all,

Can you guys look at the images below and tell me if you think the diffuse values, shown on the ground surface preview sphere, look wrong considering the noisette_1 output has an texture controlling its opacity levels :

Here’s what the same output from the Noisette_1 shader looks like on the specular channel, ( which is what I expected the diffuse channel to look like )

If you use a mix/max shader to remap the ’ noisevalue 'output to be between 0 - 1 then it ‘fixes’ the diffuse input ( i.e makes it look like you expect it to )

Now is this either a bug, is it caused by Messiah allowing diffuse values over 1.0, or am I missing something obvious ? :banghead:


#2

Hi Alan,

It looks like that because the diffuse amount set in the main ground shader is showing through the transparent parts of the noisette, which you made transparent by pluging noisette into the other noisette’s opacity input. Try setting the diffuse to zero.

The Specularity looks more like how you expect because the specularity strengh in the main shader is 0% by default, therefore nothing shows thru the transparency in the noisette texture.

Hope this helps

Serg


#3

Hey Serg,

Doh…knew I was missing something obvious :blush: Thanks for that.


#4

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