Robo2010 opened this issue on Sep 21, 2005 ยท 22 posts
Robo2010 posted Wed, 21 September 2005 at 9:19 AM
Image shows the console not doing the job. I want those buttons to be up (Look realistic), and not inwards.
Message edited on: 09/21/2005 09:21
Robo2010 posted Wed, 21 September 2005 at 9:20 AM
RawArt posted Wed, 21 September 2005 at 9:32 AM
For displacement of the buttons, one thing you might want to do is get rid of the gradient on it so the tops of the buttons will be flat and of an equal height away from the console. That should clean up the effect, then you can fine tune from there. You might want to do a render closer to the buttons so we can see clearer what your problem is Rawn
Robo2010 posted Wed, 21 September 2005 at 10:41 AM
Tyger_purr posted Wed, 21 September 2005 at 12:22 PM
making your texture greyscale and inverting it is a cheating way to quicky imitate some degree of displacement. unfortunatly any shift in the color will affect the height of the displacement. anything you want flat will have to be a consistant color. for example your button tops should be solid white in the displacement image. I am a bit confused, your material settings do not look like they should produce the images you have posted. you should be getting raised buttons. i wonder if your disconnected nodes are affecting the render. or perhaps your normals reversed?
My Homepage - Free stuff and Galleries
Robo2010 posted Wed, 21 September 2005 at 1:25 PM
K..working on a new displacement map. Will give results. Those other nodes are special. You will see, that some do the job.
las_61 posted Wed, 21 September 2005 at 5:22 PM
don't know if you checked this or not, but you need to enable "use displacement maps" in you render settings. If it's not checked the displacement map won't render.
Robo2010 posted Wed, 21 September 2005 at 10:23 PM
Robo2010 posted Wed, 21 September 2005 at 10:24 PM
Robo2010 posted Wed, 21 September 2005 at 10:31 PM
Robo2010 posted Wed, 21 September 2005 at 10:35 PM
Robo2010 posted Wed, 21 September 2005 at 10:44 PM
Robo2010 posted Wed, 21 September 2005 at 10:51 PM
Robo2010 posted Wed, 21 September 2005 at 10:59 PM
Added another nod.."Image Map 5". I would like it to be glass (Tint). Transparent, then I can add another nod to it, which can be a texture map (Digital text/Numbers, grid, images) or video nod which I can make image by image to enlighten the table in a movie maker program I have (I have many).
Where would I put this nod. I put in Tranparency, then 1.000 for a value. I end up with clear spots (where the inward groves are). I would like to appear as tint glass displays. How would I do this?
Message edited on: 09/21/2005 23:03
Robo2010 posted Thu, 22 September 2005 at 7:45 AM
Robo2010 posted Thu, 22 September 2005 at 7:47 AM
Robo2010 posted Thu, 22 September 2005 at 8:53 AM
Anyone?
Message edited on: 09/22/2005 08:56
xantor posted Thu, 22 September 2005 at 3:05 PM
Couldn`t you plug in the image 5 map to alternate diffuse?
thixen posted Thu, 22 September 2005 at 3:24 PM
You can use a blending node plugged into the the diffuse node with the Math Function node (or image map 4 node in a different way) plugged into it as a mask. You'd have to play with the settings a little since I don't have poser here to look at I can't really help here.
there is a nice tutorial on Blending nodes in the tutorial section. They use it to apply make up to a figure, but the method works here as well.
Nice shader tree BTW.
Message edited on: 09/22/2005 15:28
Robo2010 posted Thu, 22 September 2005 at 4:48 PM
Robo2010 posted Thu, 22 September 2005 at 4:50 PM
I am so happy I finally completed my very first Prop. Will make a new image instead of using the "Google map". That is very easy to do. Also working on fixing glass top (Easy).
I was so excited that I didn't complete the render. I have an addition to go with this prop in the works. :-)
Message edited on: 09/22/2005 16:52
xantor posted Thu, 22 September 2005 at 6:22 PM
It is very good.