Multiple Shaders/Transparency Maps in one Material


#1

Hello all. I am trying to render a product with packaging that has different material properties on different elements of the package. For example, the logo has more of a plastic feel to it while some of the type as a metallic feel to it. As such, I want to isolate these elements and apply different shaders to them. I figured I could use transparencies maps or even simply mix/combine multiple shaders with the respective alphas/mattes used to isolate them. However, I am having a bit of a tough time making it work. The Mix8 node just doesn’t seem right…Here is the render tree as it stands.

Here is an example of how I use a texture map and a alpha/matte to isolate the specific piece of the packaging I want to affect. I want to just have them add to each other to create one image, using different shaders on each. Is this possible?

I realize that I could use a render pass setup to isolate everything but wondered if anyone knew the missing pieces that I can’t seem to put together to make this work and would like to learn an alternate way that relying on my comping and pass setup skills.

Any thoughts would be helpful.


#2

You could try using the Texture Layer Editor, also setting the blend mode to ‘decal’ in the mix8 might help… Hard to tell though because I don’t know what it’s supposed to look like… Is the problem that it’s fully transparent?


#3

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