xantor opened this issue on Jan 11, 2009 · 25 posts
xantor posted Sun, 11 January 2009 at 10:03 AM
How do I make the bat appear black?
xantor posted Sun, 11 January 2009 at 10:05 AM
dphoadley posted Sun, 11 January 2009 at 12:45 PM
xantor posted Sun, 11 January 2009 at 2:52 PM
Plugging into diffuse value didn`t work, the render looked exactly the same.
nruddock posted Sun, 11 January 2009 at 3:40 PM
You'll need to use a map (the transmap might possibly serve) to drive a Blender node connect to the Alternate_Diffuse, with one input set to black, and the other set to white with the Fractal_Sum node connected.
xantor posted Sun, 11 January 2009 at 4:08 PM
Anthanasius posted Sun, 11 January 2009 at 4:35 PM
Hi ... Can you post youre scene ? just the cone and the texture ? may be it could help !
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hborre posted Sun, 11 January 2009 at 5:40 PM
Are you using a decal effect for your image? Show us what image you are using for your image map.
nruddock posted Sun, 11 January 2009 at 5:42 PM
Quote - Nruddock, I tried that and it had no effect, the picture shows the settings I used, I am not sure if that is what I was supposed to do, I tried the colour map plugged into the blender node as well and that also had no effect.
The map needs to be connected to the Blending input and the value set to 1.0
xantor posted Sun, 11 January 2009 at 5:57 PM
xantor posted Sun, 11 January 2009 at 6:09 PM
xantor posted Sun, 11 January 2009 at 6:18 PM
Anthanasius, I dont have my own site, so I can
t easily post the scene here.
nruddock posted Sun, 11 January 2009 at 6:44 PM
Quote - I tried it with these settings and it still didn`t work.
Reverse the settings/connections on Input_1 and Input_2
I'd also turn off the Ambient , Translucence, and Specular.
It's always best to build things up one affect at a time, start with the colour, then add the transparency back in, and finally add in other things to see if they're really needed and/or enhance the render.
If you open up the previews on the nodes, you will find it easier to tell if your going to get what you want/expect.
hborre posted Sun, 11 January 2009 at 7:28 PM
Try this setup I managed to quickly put together. Not perfect but it may solve your problem.
xantor posted Sun, 11 January 2009 at 8:12 PM
Nruddock I switched off specular and translucency and it worked but it still wasn`t quite what I wanted.
xantor posted Sun, 11 January 2009 at 8:21 PM
hborre posted Sun, 11 January 2009 at 8:48 PM
Glad to see that it worked well for you. Just tweak the settings to your liking. I threw the whole thing together rather quickly to solve the inverted Bat Insignia color. Took a little doing to find the right combination that would work.
xantor posted Sun, 11 January 2009 at 8:59 PM
Thank you for the help hborre and nruddock.
svdl posted Mon, 12 January 2009 at 8:49 AM
You don't need two image maps: you can easily calculate the negative map by using a Math Functions->Subtract node, setting both input values to 1.000 and plugging the image node into the Value2 input.. Saves on memory used by texture maps.
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xantor posted Mon, 12 January 2009 at 9:10 AM
Quote - You don't need two image maps: you can easily calculate the negative map by using a Math Functions->Subtract node, setting both input values to 1.000 and plugging the image node into the Value2 input.. Saves on memory used by texture maps.
Thank you for that, it is good to know.
svdl posted Mon, 12 January 2009 at 9:46 AM
The same trick can be used to create "quick and dirty" bump/displacement maps from a color texture.
The "quick and dirty" method consists of desaturating and inverting the color map. See the attached .JPG file for the material room setup.
Note: the bump map will look quite dark. In fact, after inverting the image map (using the formula bumpValue= 1-colorValue) I subtract another 0.5, which gets you both positive and negative bump in the same map.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
hborre posted Mon, 12 January 2009 at 11:07 AM
I knew there was a way of doing it without a second map. Thanks for the tip, svdl. Definitely want to use this approach on a regular basis.
bagginsbill posted Mon, 12 January 2009 at 12:28 PM
Quote - The same trick can be used to create "quick and dirty" bump/displacement maps from a color texture.
The "quick and dirty" method consists of desaturating and inverting the color map. See the attached .JPG file for the material room setup.
Note: the bump map will look quite dark. In fact, after inverting the image map (using the formula bumpValue= 1-colorValue) I subtract another 0.5, which gets you both positive and negative bump in the same map.
I see this a lot. It relies on the premise that darker areas on the color map are actually raised on a human figure. Examples- nipples, eyebrows, chest hair, moles etc. But don't get carried away. There are other dark areas that actually should be lowered, not raised, such as pores. If you're not careful, you're going to get raised pores which is going to look mighty strange.
Also, a lot of color maps made from photos have burned in specular highlights, from tiny raised bumps on the skin. What happens to these when you invert? They get lowered - not the effect you want.
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xantor posted Mon, 12 January 2009 at 2:28 PM
A bump map should have texturing or shapes different from the colour texture, things like pock marks could be made using a bump map.
The old idea that a colour map can be made grayscale and be a bump map has always been wrong.
svdl posted Mon, 12 January 2009 at 10:32 PM
It is a "quick and dirty" bump map indeed. Correct bump mapping is a whole different ballgame, I don't think it's possible to derive a correct bump/displacement map from the texture map alone, using only shader math.
But I found it helpful for displacement mapping a stone tile floor, for example.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter