AXNMAN
10-02-2009, 12:03 AM
Hi there!
I have a problem concerning mixing 2 weight maps with differnt projection types. The situation:
I want to create some kind of old greek amphore material.
- I have a displacement material as a base with a vornoi-noise in it to create cracks in the material. Result: grey material with displaced cracks - ok.
- I put some glossy porcelain-like shader above it. Porcelain got cracks, fine.
- So far, everything mapped with UV and working fine.
- Now, I have an alpha-texture from an old greek painting that I want to use to darken the color of the porcelain in the areas of the painting. So I create a new material with a darker diffuse-channel than the base porcelain has. And put the painting-texture into the weight map channel). Cylindrical mapping, no tiling, obove the base-material. Base porcelain gets dark where the painting is. OK so far.
- And finally, I want to mask the topmost painting, where the underlying cracks are. What I need, is the inverted vornoi-noise from the displacement-material to use it as a second weight map for the painting above. In UV-mapping.
I copied the vornoi from the displacement material, created a new material and pasted it into it's weight-channel. Every other channel off.
My final stack of materials is this (from bottom to top):
1) displacement mat with cracks
2) base porcelain (weight checked, specular, diffuse). UV mapping.
3) crack mask for colour above only weight with same map as in the displacement mat, only inverted). Mix texture checked. UV mapping.
4) painting (weight map with painting as an alpha, diffuse with darker colour) Mix texture checked. Flat mapping.
The base material is still coloured darker where the painting is. Unfortunately the cracks still get darker too - what they should not. Layer 3 doesn't seem to work. What am I doing wrong?
Thanks a lot!
I have a problem concerning mixing 2 weight maps with differnt projection types. The situation:
I want to create some kind of old greek amphore material.
- I have a displacement material as a base with a vornoi-noise in it to create cracks in the material. Result: grey material with displaced cracks - ok.
- I put some glossy porcelain-like shader above it. Porcelain got cracks, fine.
- So far, everything mapped with UV and working fine.
- Now, I have an alpha-texture from an old greek painting that I want to use to darken the color of the porcelain in the areas of the painting. So I create a new material with a darker diffuse-channel than the base porcelain has. And put the painting-texture into the weight map channel). Cylindrical mapping, no tiling, obove the base-material. Base porcelain gets dark where the painting is. OK so far.
- And finally, I want to mask the topmost painting, where the underlying cracks are. What I need, is the inverted vornoi-noise from the displacement-material to use it as a second weight map for the painting above. In UV-mapping.
I copied the vornoi from the displacement material, created a new material and pasted it into it's weight-channel. Every other channel off.
My final stack of materials is this (from bottom to top):
1) displacement mat with cracks
2) base porcelain (weight checked, specular, diffuse). UV mapping.
3) crack mask for colour above only weight with same map as in the displacement mat, only inverted). Mix texture checked. UV mapping.
4) painting (weight map with painting as an alpha, diffuse with darker colour) Mix texture checked. Flat mapping.
The base material is still coloured darker where the painting is. Unfortunately the cracks still get darker too - what they should not. Layer 3 doesn't seem to work. What am I doing wrong?
Thanks a lot!