Thanks Matt, Boris ...

I wonder if my mistake back in January, was trying to do the UV weighting on
several separate mapped areas of mesh at the same time. In any case will try
again with the data you've supplied.

Not yet though, the serious studio building effort starts today with
subfloor all completed. Almost there. Almost back to drawing.

Thanks again,

Neil Cooke


----- Original Message -----
From: "Matthias Kappenberg" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, May 29, 2006 8:28 PM
Subject: Re: Some WIP / yep and something for Neil


> Hi Boris,
>
> many thanks, you are right. Attached is my way.
> But the UV-Sets are buggy in my opinion.
> (And the snail has UV-Sets, but no longer, hehe)
>
> Please have a look at the file.
> (Ignore upcoming Realman errors while loading
> as always)
>
> Maybe the file can be helpy for Neil, too.
>
> Matthias
>
>
> ----- Original Message -----
> From: "Boris Jahn" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Monday, May 29, 2006 9:35 AM
> Subject: Re: Some WIP
>
>
> > Hi Matthias,
> >
> > > > > With a question inside.
> > > > >
> >
> > I hope I got the question right but you can use a scope-mapping on the
> > uv-set.
> > Create a customchannel ("scope_1" or whatever)
> > Create in Surface properties of your vsl-shader Scope=Copy(scope1)
> > Put the uv-set in edit mode
> > Select the all edges accept the one you wanna have the soft edge
> > Set "1" in properties-col-Attribute-scope1 for the selected edges. The
> > edges with value "1" get the shader applied. "0"  = no shader ... and
> > you can use other values then 1 and 0 (just mentioning ;))
> > That should work for bump, colour, illu ...
> >
> > --
> >
> > Bye
> > Boris - http://www.3ddart.com -
> > Realsoft Image Contest - http://www.realsoft.org -
> >
> >
> >
> >
> >

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