PapaBlueMarlin opened this issue on Aug 18, 2006 · 87 posts
Dead_Reckoning posted Sun, 20 August 2006 at 5:04 PM
Quote - So to make the nodes you showed me in your screen shot:
I'll do this step by step instead of one big statement
First the noise - since all the parms are default value, I need no arguments
myNoiseNode = Noise()
#The granite has the noise plugged into the first parameter and all the rest are default:
myGraniteNode = Granite(myNoiseNode)#The granite was plugged into the blender second color (for the bruise):
s.Diffuse_Color = Blend(s.Diffuse_Color, bruiseclr * myGraniteNode, bruiseblend)
That's all I need to do to match what you modified in my shader.
So, this shoiuld be the script then? I ran it and had no errors. 13 Nodes.
=========================
##Bagginsbill's Bruise Script
clr = ImageMap(":Runtime:Textures:Poser 6 Textures:James_Face_Color.jpg")
s = Surface(clr, 1, 1, .2, .5)
bruiseclr = Color(.5, .2, .7)
cx = .4
cy = .45
x = U - cx
y = V - cy
r = sqrt(x * x + y * y)
br = .1
bruiseblender = Scale(r, br, br / 2)
myNoiseNode = Noise()
#The granite has the noise plugged into the first parameter and all the rest are default:
myGraniteNode = Granite(myNoiseNode)
#Finally I simpley blend the original Diffuse_Color (from above) with the bruise color
#using the bruiseblender I just calculated.
#The granite was plugged into the blender second color (for the bruise):
s.Diffuse_Color = Blend(s.Diffuse_Color, bruiseclr * myGraniteNode, bruiseblender)
====================================
Thanks Very much
DR
"That government is
best which governs the least, because its people discipline
themselves."
Thomas Jefferson