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texture map positioning
Posted by Alan Lacey on December 1, 2006 at 7:57 pmFor the life of me there has to be a trivial answer to this but I can’t see it at present!
I have a material that has 3 channels each with a different bitmap, colour-bump-tranparancy. It’s flat projected onto the geometry and I need to fine tune the postion, rotation and scaling of the transparecy channnel. How do I go about doing this? I’m sure I’ve done it before.
C4d- 9,06 + BP2.5
Thanks
Alan
Alan Lacey replied 19 years, 9 months ago 3 Members · 4 Replies -
4 Replies
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Chris Smith
December 1, 2006 at 11:39 pmIf you look on the Left bar there is the UV move settings. They look like a checkerboard with a grid over it. WHen that is activated, use your normal move/rotate/scale tools to move the texture on the object.
Chris Smith
https://www.sugarfilmproduction.com -
Alan Lacey
December 3, 2006 at 9:56 amThanks Chris,
Yes I know about moving the texture as a complete unit. What I was hoping to do, and I’m sure I’ve done it before in c4d? is position one of the texture components, in this case the transparency bitmap (a different image to the colour channel)
You can do it in Max and I was hoping to the same here. I’m trying to sort out some materials that imported badly along with an *.obj model.
If it’s not possible to do this within a single texture, how about mapping two materials to the object, one with the colour channel mapped to the correct postion and the second defining transparency? I tried this with with colour and bump bitmaps but couldn’t get anywhere.
Failing all of this I guess I can jump through the hoops and do all the modifications in BP but not knowing that app very well, I was hoping for an easier solution.
Thank you for your time
Alan
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Brian Jones
December 4, 2006 at 3:54 pm[Alan Lacey] “If it’s not possible to do this within a single texture, how about mapping two materials to the object, one with the colour channel mapped to the correct postion and the second defining transparency? I tried this with with colour and bump bitmaps but couldn’t get anywhere.”
That’s the way to do it AFAIK.
Place different materials on the object in the desired order (won’t matter what order if you are mixing things like bumps but will matter with transparency involved) – farthest left is the bottom material – then check Mix Textures in the Texture Tag dialog. Check the first material you want to mix onto another. So if your farthest left is a base color/color map that would be usually be unchecked. If the next texture is a bump map you want to add that should have Mix Textures checked. If more are added it will go on mixing the new textures until the next Texture Tag that has Mix Textures checked. (simple version – two textures to mix? First is unchecked, second is checked)
Mixing textures is additive so watch what channels are turned in the various materials on so you don’t get unwanted mixing.
It used to be neccessary to have bump active in both textures if you wanted the materials to mix in a bump but somewhere along the line they made it easier and now mixing happens with only the Mix Textures box checked.
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