Method to layer different Model Shaders in WS

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Draise
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Method to layer different Model Shaders in WS

Post by Draise »

I have been looking around looking for a sure way to have different model shaders in the WS side of TS on the same object, distributed evenly using masks.

I haven't found many examples, only this one:

Image
Parva's eye shader.


I liked it's little gloss and refraction in realtime with the rest of the eye on a dull lambert like shader elsewhere. But how did he do it?

Goal: I want a quick node, or series of nodes, or script that can get two Model Shader nodes, combine them and mix them with masks.

Example, have a peice of shiny metal with lumps of dull moss in the one and same shader, or have half a fruit with specular pong and the other half burnt with a dull carbon lambert.

Any hints as to how one can combine two realtime Model Shaders using a mask in WS?
DarkScythe
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Re: Method to layer different Model Shaders in WS

Post by DarkScythe »

A wild guess he uses the rgb color method to mask... there's the advanced blend of parva that uses the rgb color to mask image below...

also take a look in material index I am guessing there's a clue lie somewhere there... this only a hint I don't know if is right
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Draise
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Re: Method to layer different Model Shaders in WS

Post by Draise »

Hmmm.. I'll take a look at that node, I think I have it.

The trick is the flow of information through the nodes. Like ICE in softimage. You need context or else the information won't link. Actually, the LE editor works a little like ICE.
Cayenne
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Re: Method to layer different Model Shaders in WS

Post by Cayenne »

also for a simple one look at layered plastic , you can look inside the texture blend shader part , then you can see if you can do the same for the normal shader part , you will have to get some components from the libraries to use to build it.
this will work and a simple normal map mixer.

on another note I will have a look around to see if I have some hlsl that does something similar.

basically you need to get a texture to use as a mask,, read it into a hlsl script along with the normal map and then probably subtract the mask texture from the normal map (or use the ready made bricks in the library to achieve this) .

regards
Paul

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