Oddly enough I had to do this yesterday too and thats the only thing I could
get to work
Howard
On 7 Aug 2014, at 04:52 am, Frank Rueter|OHUfx fr...@ohufx.com wrote:
Spoke to soon. MergeMat produces artifacts like crazy, so back to plan B
(using two ScanelineRender nodes and mergeing
Hi frank
Ive been advised that the 2 scanline render approach was the way to go but
i found this expensive and cumbersome,
but try this set 3D setup is this what you are after?
set cut_paste_input [stack 0]
version 7.0 v6
push $cut_paste_input
Noise {
center {1024 778}
name Noise1
Ha, you are the winner Pat!
I was simply using the wrong pipe on the diffuse shader before when I
had tried that approach.
Leaving the main pipe unconnected on Diffuse and only using the map pipe
for the texture, followed by the Specular does the trick.
Thinking about it, it kinda makes sense
but I need to mask out the spec and pipe through the diffuse texture
On 05/08/14 20:30, Ron Ganbar wrote:
Just don't connect anything to the input of the Specular and you
should be fine.
Ron Ganbar
email: ron...@gmail.com mailto:ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
+972 (0)54
Ah, using the secondary inputs is fine, just not the first pipe which is
meant to take the upstream texture or shader.
If I leave that unconnected and use MergeMat to plus the specular on top
of my texture instead I get what I wanted.
Cryptic...
Thanks!
frank
On 05/08/14 20:30, Ron Ganbar
Spoke to soon. MergeMat produces artifacts like crazy, so back to plan B
(using two ScanelineRender nodes and mergeing speculat and diffuse in 2D
- booo).
On 07/08/14 15:41, Frank Rueter|OHUfx wrote:
Ah, using the secondary inputs is fine, just not the first pipe which
is meant to take the
Just don't connect anything to the input of the Specular and you should be
fine.
Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
+972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/
On Tue, Aug 5, 2014 at 6:25 AM, Frank Rueter|OHUfx fr...@ohufx.com wrote:
Hi everybody,
I'm trying to figure out how to add a specular component to the default
shading behaviour, but every time I add a Specular shader, the object
gets self illuminated, even when the light is behind the object.
The same is true for any kind of shader node.
When I don't use any