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How to handle transparent map? I've tried several times but not successful

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Anonymous
490 Aufrufe, 6 Antworten

How to handle transparent map? I've tried several times but not successful

How to handle transparent map? I've tried several times but not successful

4384-snipaste-2019-08-16-12-57-56.png

result:

4385-snipaste-2019-08-16-12-58-32.png

my demo file:

egg.zip

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6 ANTWORTEN 6
Nachricht 2 von 7
madsd
als Antwort auf: Anonymous

Try something like this.
I just used a planar UV map on the model instead of 2 material ID's to avoid having to deal with ID's but you can use ID's in a single material anyways with a switch map in addition if you realy need 2 ids.

4387-ss.jpg

4388-eee.jpg

Nachricht 3 von 7
madsd
als Antwort auf: Anonymous

Another variant with Material ID's

Saved to 2019 and attached.

4389-q.jpgegg.zip

Nachricht 4 von 7
Anonymous
als Antwort auf: madsd

Thank you very much, I like this method and I do it following your screenshots, the result is as follow:4392-snipaste-2019-08-16-22-29-36.png

4393-snipaste-2019-08-16-22-35-54.png

How to set the parameters of "uvw map"?

Nachricht 5 von 7
Anonymous
als Antwort auf: Anonymous

@Mads Drøschler

if I want to use unwrap UVW modifier instead of UVW Map, how to do it? Do I need to modify material setup?

Nachricht 6 von 7
madsd
als Antwort auf: Anonymous

Nachricht 7 von 7
madsd
als Antwort auf: Anonymous

Not realy no, you can however use the UV transform node to adjust some local unwrapped tile, just note that everything inside the same UV channel is affected by the changes in the shader hirachy, you would have to isolate a certain area if you want independant control.
However, if you unwrap the head and give some polygon square a material ID 2, you can call this ID 2, as seen in the variant solution just above ( purple head ) and that can both be planar map, or advanced UNWRAP or whatever realy.

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