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 <
[email protected]> 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!
> >>
> >
> >
>
>
>

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