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Home Forums General Questions Multiple UV Maps Assignment

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Viewing 10 posts - 16 through 25 (of 25 total)
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  • #9389
    calbrecht
    Customer

    Yuri/Mikhail,

    I’m still not totally set, still need your guidance.
    Please have a look at the attached project. Mikhail, thanks for the explanation. I have decided to simplify my demo using one UVmap and get the thing implemented then add the second that you have provided me with an example.

    The piece I’m struggling is to introduce BSDF Diffuse node in Blender in order to use the new ‘Material’ puzzle to be able to control the image color (not the material) applied via UVmap.
    I try many things but all I was bale to do was to change the color of the material not the image (e.g. star).

    Any advise or example would be great!
    Thank you,
    Cris

    #9393

    The piece I’m struggling is to introduce BSDF Diffuse node in Blender in order to use the new ‘Material’ puzzle to be able to control the image color (not the material) applied via UVmap.
    I try many things but all I was bale to do was to change the color of the material not the image (e.g. star).

    You need to create an RBG input node and connect it to a specific Color input you want to change, than use this RGB node to controll the color via Change Color Puzzle.

    Co-founder and lead graphics specialist at Soft8Soft.

    #9394
    calbrecht
    Customer

    I see, a RGB Node not a BSDF. Will give it a try. Tks
    Cris

    #9403
    calbrecht
    Customer

    Got it to work, but my images are not that great quality once I manipulate thr RGB via puzzle. Need to find out why. Well huge progress today.
    Cris

    #9404

    Got it to work, but my images are not that great quality once I manipulate thr RGB via puzzle. Need to find out why. Well huge progress today.
    Cris

    At first you need to reove this texture from image slot of standart material.

    To get better quality it’s better to convert your image with red star to b/w texure and color it using mix mactor.
    https://www.soft8soft.com/wp-content/uploads/2018/12/ice_screenshot_20181203-091634.png

    Or do something like this.

    Attachments:
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    Co-founder and lead graphics specialist at Soft8Soft.

    #9434
    calbrecht
    Customer

    Got it! Thank’s for the tip!!
    I will work on the “real” objects today.
    Very exited to be able to use puzzels to manipulate the RGB!!!
    Thanks,
    Cris

    #9441

    Very exited to be able to use puzzels to manipulate the RGB!!!

    Glad you like it.

    Co-founder and lead graphics specialist at Soft8Soft.

    #9451
    calbrecht
    Customer

    Last thing to take care is to have my image which is a PNG (transparent background) to show the transparency once applied to my mesh.
    Only the red star should have color… background should be whatever material the mesh has.

    #9453
    calbrecht
    Customer

    Never mind, I got it to work!
    See attached image… perhaps there is a better more elegant way to do this, but thats ok.

    Thank you for all the support.
    Cris

    #9469

    Never mind, I got it to work!
    See attached image… perhaps there is a better more elegant way to do this, but thats ok.

    I see that you use Cicles and Blender Internal nodes in one material, this may cause a lot of bugs and not a clean pipeline to work with. Better to use Cycles nodes only or Internal, but remember that they already deprecated in Bleder 2.8, so if you want to keep updating the enigne you’ll better use Cycles nodes only. They fit your need as well according that I can see in your material. For Transparence just use Diffuse Shader and Transparent shader mixed with a Mix Shader node and connect your transperency mask (in alpha channel of your PNG) to mix factor of this node.

    Co-founder and lead graphics specialist at Soft8Soft.

Viewing 10 posts - 16 through 25 (of 25 total)
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