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! >> >> >> > >> > >> >> >> >