Ajax opened this issue on Apr 17, 2004 ยท 102 posts
Ajax posted Mon, 19 April 2004 at 7:16 AM
What a bloodbath! To stop the skin being shiny, create another blender node and set it up like the others, with your glossy node going into the slime part of the blender and the other part being black. The amount of blood on the sword looks like what I'd expect. It's the same as the other objects at that height, like vicki's chest or the walls at chest height. The P node tells you the x, y and z coordinates of any point in space. (P for "point"). They come out as a red component, a blue component and a green component, but I don't undertand how to use that, so I like to set two of them to zero so I know I'm just getting one coord. Y in this case. igohigh, If you put your bump map straight into the bump channel without a blender then you're applying the bump to both the slime and the wall. You need a blender to make sure only the wall gets the brick bumps. In this case, the lumpiness of the slime might be hiding the brick bumps enough for you not to notice them on the slime. I think that's what's happening anyway. It's hard to tell without looking at your nodes. Khrys, Procedural planets! What a cool idea!
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