Putting 3 different DX shaders on 1 object

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Putting 3 different DX shaders on 1 object // Tech Forum

1  |  

Post by RichLevy // Jan 20, 2009, 6:30am

RichLevy
Total Posts: 1140
pic
Basic TS101...

Sorry for this being so newbe-ish :D

I have a sphere, I have 3 different DXshaders that I want to put on it... How?

I am making an eye. I have half a sphere

the outside of the shphere needs to be a white shader

the middle in this case I was going to play with the Anistropic 3D shader

the center needs to be black


I tried to load each of the shaders into the material editor, (it worked fine) but it would make the whole object that shader, not the parts. Selecting the individual polys than selecting the shader did not help...


So here I am, confused rendering newbee, struggling my way thru. I am going to go thru the manual, and search the sight here some more.


But I know that there are many out there that can help me understand dxshaders and bricks in ts and the le, please feel free to help me.


A disclamour, I have a pretty decent level of experience with bricks, nodal rendering and such thru XSI, I just need to understand more what is happening and get more familiar with the workflow.


Also disclamour, I have the shader course from PaulA, I purchased it a couple of years back, also the Dokon course :)

Though I will probably review each of them again also.


Thanks much for any and all help :D


Rich

Post by RichLevy // Jan 20, 2009, 6:54am

RichLevy
Total Posts: 1140
pic
Ok, problem solved :)

Slightly unintutive but it works.

Select the shader, it will paint over the object selected. I had 2 obkects in the WS. I grabbed the paintbrush and just started to paint the polys on the second object in the WS at the time.

It worked. I now have 2 painted eyeballs :)


I knew it would be easy... let me see what the manual mentions about this, I am sure it is mentioned and gives some info also.


Thanks


Rich

Post by trueBlue // Jan 20, 2009, 6:54am

trueBlue
Total Posts: 1761
pic
One way and I am not sure would be the best way would be to Seperate each part of the Sphere. After painting each object you could then 3D Encapsulate them together.

Post by RichLevy // Jan 20, 2009, 6:57am

RichLevy
Total Posts: 1140
pic
One way and I am not sure would be the best way would be to Seperate each part of the Sphere. After painting each object you could then 3D Encapsulate them together.


Thanks True, that is another good idea... technically the eye should be broken up as you mention anyway.


Cool, I already have 2 solutions :)

Any others anyone can think of.


Thanks


Rich

Post by RichLevy // Jan 20, 2009, 6:59am

RichLevy
Total Posts: 1140
pic
In XSI I can define parts of the mesh and than apply different shaders to those parts, there were 2,4,8 input mixers and other logic nodes for this type of thing... Anything like that in TS?

Rich

Post by trueBlue // Jan 20, 2009, 7:16am

trueBlue
Total Posts: 1761
pic
One pointer when using the Material Editor. You may notice when double clicking a Shader when an object is selected it will apply the Shader automatically. I always Right click the Shader and select Load. After it is loaded into the Material Editor you can then use the Paint tools to paint the whole object, face or selected faces, paint over material.

Post by RichLevy // Jan 20, 2009, 7:20am

RichLevy
Total Posts: 1140
pic
OK, cool. I was wondering why I had to do it the way I was. Makes more sense. :) I said this was newbee 101 :D


Rich

Post by trueBlue // Jan 20, 2009, 7:25am

trueBlue
Total Posts: 1761
pic
In the Material Editor's preferences Advanced menu you can enable "Edit picked material directly", then after using the Inspect Material tool you can select the "Edit DX material in the Link Editor" icon in the Material Editor. This is a shortcut to your Material used in your Object.

Post by RichLevy // Jan 20, 2009, 7:47am

RichLevy
Total Posts: 1140
pic
In the Material Editor's preferences Advanced menu you can enable "Edit picked material directly", then after using the Inspect Material tool you can select the "Edit DX material in the Link Editor" icon in the Material Editor. This is a shortcut to your Material used in your Object.


That part I had and was doing. It makes more sense now though how all of the little pieces fit together.

After this character is done, I am hoping I will have shed the newbeeness.


Thanks for the tips and suggestions


Rich

Post by noko // Jan 22, 2009, 7:44am

noko
Total Posts: 684
Hey Rich,


Here is quick video showing how to just select and paint DX materials to a given object. Hope this helps.

Post by RichLevy // Jan 22, 2009, 11:09am

RichLevy
Total Posts: 1140
pic
Nice! ;) I thought we had covered all the different ways, now you show this.

I'll try to keep everything I learned here in my memory banks somewhere.

Next up will be uvmaps, textures, adding shininess, dulling and such...


Rich

Post by noko // Jan 23, 2009, 4:58am

noko
Total Posts: 684
Yes tS does allow multiple DX materials on same object so as to not have to split up the object into pieces to get each part working right. Which is a good optimization from a DX standpoint on minimizing the number of objects in a scene. Glad this was helpful.
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn