Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Dec 29 10:47 pm)
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Thanks, Mark. I have a pile of things to do today, but I'll get some screenshots up as soon as I can. Sorry about forgetting the important version information: 5.05 (latest patch).
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The shader setup you are using is fighting itself and the "top" shader is winning.
Here is how you fix it: The the different area you want to use for the top needs to be connected to the VERY top level, not the shader already in place.
There is another method I'll show in the next post.
The same fix can be applied to your other Splin objects. Mark
Message edited on: 03/04/2006 17:02
This method is also a quicker way to implement complex shading on objects, both vertex and spline, that have multiple shading domains.
Mark
Message edited on: 03/04/2006 17:07
Thanks, Mark. You've been a tremendous help. I figured I was missing something simple. I'll pay more attention to the shader hierarchy now. The hierarchy is easier to see if you collapse the layers with the little black triangles. As you point out in your second note, there are several ways to achieve results, bu they also conflict. After I adjusted the cylinder hierarchy per your note I still couldn't get the shader to appear on the top face. Then I noticed I'd selected a shader in domains list on the right. When I deleted that the main shader took control. I'm getting more comfortable with this. Thanks again.
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I'm having trouble with some shaders. A little guidance would help. First I have a spline object cylinder. I want the object wiht t a consistent shader, but with a bump map on one end but not on the rest. I've tried several approaches, including that discussed below, with no success. A second problem is similar. I have another spline object with a flattened quadrangular cross-section. Again I want the same shader over the entire object, but I'd like a bump map on the top and bottom. I think I've managed this this with two layers, both flat-mapped with the same shader, but with opposite box sides highlighted in the flat mapping channel. The ends were not mapped and showed up with no shaders in the domains list until I dragged the basic master shader (no bumps) used on the flat sides to each end. Is there an easier way to do this? When I tried it on a similar object I was unsuccessful. Thanks.
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