Hello Mark, on Sonntag, 16. September 2007, 15:30:57, you wrote:
> Hi Marc, > This doesn't solve the 4-channel problem but suppose the texture has a black > background that represents empty space on a leaf (just an example): define a > color variable, read the texture into that. From then on, it's stored in > your variable and you can use it multiple times any way you like: > COLOR myvar > *Surface properties > myvar=Texture(..path..) > Color=Copy(myvar) > Fade =Curve(myvar) > In this example, the curve should be Poly, at X=0 Y=1, then it drops steeply > to 0 and stays horizontal for the rest (fade=0). > The myvar=Texture(...) line can be edited in the Attributes tab to make it > visible in user-friendly mode. > The disadvantage is that everything black will be faded even if it should be > visible in the texture... Yes, sometimes I am using this technique. You are right, this technique provides powerful features. For some days I've done some funny game: Ive used layers in MS Paint. Ive drawn a red rectangle and on top a green cross in MS Paint. The cross was a little bit bigger than the rectangle. Inside RS3D I was able to choose which object, the rectangle or the cross, should be in the background. I think I will create a small tutorial for this because IMO it emphasises what a texture is really is: A container which holds data which controls the behaviour of the material. VSL is in this respect really powerful. > Also, we have Photoshop layer support, everything can be stuffed into one > multi-layered PSD texture. This is a real powerful feature of RS3D. Im using this often when I need more than 4 channels in a texture. Because in my drawing application I can simply align all this channels for example by reducing temporally the opacity of a layer and then export it as PSD. Then I have all in 1 file. For textures with 4 or lesser channels Im using PNG. Im using Adobe Illustrator for textures creation. But Ive also looked at Gimp for PSD support. In both programs, Im able to give every layer a unique name, and simply access this layers by its unique names inside RS3D. Additionally, every layer comes with its own alpha channel. IMO every user of RS3D should look at this feature and give it a chance if it meets his workflow. The PSD support should be emphasised in the feature list on the RS3D website. -- Best wishes, Marc Michael
