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  • ClonerObject + Multishader + Another Material Question

    Posted by Ryan Perera on September 17, 2010 at 6:54 pm

    I’m working on a scene that has a deck of cards falling from the sky. Currently, I have 52 different cards falling using a cube primitive, a cloner object, a multishader containing 52 different images of the playing card numbers (I.E. ace of hearts, 2 of hearts, 3 of hearts, etc.) and a rigid body tag. When the cards fall, they rotate just like they would in real life. However, unlike in real life, when rotating they show the card number texture on both sides. I want to be able to have 2 textures on the cloner object — one of the multishader containing all the playing card numbers, and another regular material that just has the back design (which is displayed constantantly on the back face of all cards) Sadly, I can’t figure out how to do this.

    I can’t seem to find a solution while keeping the multishader frontal material active and a seperate constant material on the back portion of the cards

    I’ve tried a lot of different variants as far as material projection and material side but I still can’t figure out how to solve this.
    Hopefully the way I worded this isn’t too confusing and hopefully there is an easy solution.

    Thanks for your time,
    Ryan

    Adam Trachtenberg replied 15 years, 11 months ago 2 Members · 1 Reply
  • 1 Reply
  • Adam Trachtenberg

    September 18, 2010 at 4:00 am

    The easiest way to do it, IMO, is to go into poly mode, select one side of the cube and then reverse the polygon normal. Then place two texture tags on the cloner, one being the multishader material and the other the back of the card material. Set both to flat mapping and set one to Side>Front and the other to Side>Back. Then set the cloner’s fix texture parameter to Alternate X or Alternate Y.

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