paper-tiger opened this issue on Dec 29, 2005 ยท 6 posts
paper-tiger posted Thu, 29 December 2005 at 6:58 AM
I've been playing with this some, and so far haven't been able to solve the problem. Is it possible to take a 2d image map (let's say a two-tone black and white-no gray-jpg) and assign material-room settings to each of the colors, to get around the lack of appropriate mat zones? For instance, to assign say green velvet to one side and orange plastic to the other side of a gown(with all the bells and whistles that shaders allow like velvet or glossy affects)? I have been able to do this with mat-room nodes like Clouds or spots, but can't really figure out how to make it work with an image_map. Any suggestions would be appreciated! Thanks, servelle
chriscox posted Thu, 29 December 2005 at 8:32 AM
diolma posted Thu, 29 December 2005 at 3:19 PM
That should do it. And for extra variation, try playing around with a ColorRamp, used in much the same way as the blender, but 2 more colours avalable (so you can use grey-scale maps if you want to).. Cheers, Diolma
paper-tiger posted Thu, 29 December 2005 at 8:13 PM
paper-tiger posted Thu, 29 December 2005 at 8:15 PM
chriscox posted Fri, 30 December 2005 at 2:15 AM
The patchyness really looks like its coming from your bump map value being set to 1.0. I get the same thing when I set my bump value to 1.0 but it pretty much goes away when I reduce the value. For a bump map on the head I useally use a really low value such as .001 or even .0005. Chris Cox