Sorry, Color_Map_Lookup node.

On Tue, Sep 10, 2013 at 12:48 PM, Ognjen Vukovic <ognj...@gmail.com> wrote:

> Could you not just apply the texture through the  property>texture
> map>texture map on a per object basis.
> Assign one shader too all the objects and use a texture map lookup node,
> and use it to regulate the texture used in your shader on a per object
> basis.
>
> Ogi.
>
>
> On Tue, Sep 10, 2013 at 11:57 AM, pingo van der brinkloev <
> xsil...@comxnet.dk> wrote:
>
>> And now it works. Really well!
>>
>> Carry on!
>>
>> On 10/09/2013, at 11.36, pingo van der brinkloev wrote:
>>
>> > Hey, thanks, but it doesn't matter what I call it. Still wont work.
>> >
>> > I really did read the docs.. Looks so easy.
>> >
>> > ...
>> >
>> > On 10/09/2013, at 11.19, Sandy Sutherland wrote:
>> >
>> >> I should think the Texture in Self.Texture is a reserved name - so you
>> should use something else - Self.SS_texture - and use that in the render
>> tree.
>> >>
>> >> S.
>> >>
>> >> On 2013/09/10 11:17 AM, pingo van der brinkloev wrote:
>> >>> This should be so simple.
>> >>>
>> >>> I need to create several packshots with only Material, but different
>> textures - so I only have to make corrections one place - Clients, pffh.
>> Anyway
>> >>>
>> >>> I create a custom attribute on my object by making an ICE Tree (under
>> modeling) with a Set Data node(Self.Texture)
>> >>>
>> >>> I connect an Integer to the Value 1 (and already here it fails)
>> >>>
>> >>> In my material I have a Color Multi Switch with all my textures
>> controlled by an Integer_Attribute, where I can select mu Texture attribute.
>> >>>
>> >>> Why wont this work?
>> >>>
>> >>> My problem is somehow setting the data. The Set Data node stays red
>> no matter what I do.
>> >>>
>> >>> What's the trick?
>> >>>
>> >>> Cheers!
>> >>
>> >
>> >
>>
>>
>>
>

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