Hey list.. Happy new year and stuff.
I have to create a bunch of chock bars with different artwork for the
different flavours, but the material (specular, reflection and fresnel
ect) stays the same on all of them.
I'm trying to have 1 material shared between all of them and only
override the
Thinking out loud..
Why don't you use a switcher (Ba Color Switcher), override the switch and
pick your image?
On 10 January 2014 12:21, Gerbrand Nel nagv...@gmail.com wrote:
Hey list.. Happy new year and stuff.
I have to create a bunch of chock bars with different artwork for the
How many bars are?
If they are not so many, maybe each bar has a different patch in the UV's
bar 1 goes into 0,1 and bar 2 goes to 1,2, if you are using arnold it is
very fast to set it up using UDIMS like images that you get from Mari.
So you have one shader an a set of images that get attached
Will that not lock the entire material too?
The override trick works, but everything else gets locked too, not just
the over-ridden inputs.
I'll give it a shot, but in the end it might be easier just to
copy/paste every time I tweak something
G
On 2014/01/10 02:34 PM, Cristobal Infante wrote:
No it shouldn't lock the material, since you are overriding just a boolean
parameter within the shader..
On 10 January 2014 12:54, Gerbrand Nel nagv...@gmail.com wrote:
Will that not lock the entire material too?
The override trick works, but everything else gets locked too, not just
the
Isnt the purpose of the color map lookup node?
You can create a texture property on the geometry and then pipe the lookup
node into the shader and tell it to use the right tex property for each
geometry.
On Fri, Jan 10, 2014 at 1:58 PM, Cristobal Infante cgc...@gmail.com wrote:
No it
Yes! More specifically:
On each mesh, go Get Property-Texture Map-Texture Map. Make sure the map
picks the right UVs and image.
In your shader they all share, use a Color Map Lookup node to pick up the
color.
On Fri, Jan 10, 2014 at 8:54 AM, Ognjen Vukovic ognj...@gmail.com wrote:
Isnt the
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