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Putting 3 different DX shaders on 1 object
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Putting 3 different DX shaders on 1 object // Tech Forum
Post by RichLevy // Jan 20, 2009, 6:30am
RichLevy
Total Posts: 1140
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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. |
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