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Mixing textures

Q and A about functionality and how to solve a special task for your application.

Moderator: Support

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Jools

Mixing textures

Post by Jools » 05 Jul 2014, 16:55

Hi,

I am very new to Ventuz, but I am finding some of the procedures easy to do, except I am having some trouble controlling textures.


I am trying to texture this inhaler. I have used a Ambient Occupation UV map from C4D to give fake shadows on the device, and have also used 2D plastic texture to help give it some plastic reflections..

The trouble is that the plastic map, overpowers the shadow map, it and looks very fake looking, even though there are lights in the scene.

All I really need is for the plastic map to blend a little with the OA map so that it mixes a bit better. I have tried the blend modes in 'Add' 'Add Smooth' and also the custom settings in this dialogue box, but there is no opacity control.
I have been using a 16bit PNG texture and experimenting with a RGBA file with photoshop, IE using a extra channel. But as yet this does not work.

I noticed that there is shader panel, and low an behold a 'Texture Mixe'r node. I would guess it works by linking attributes into the texture? It appears, unintuitive as I see it at the moment.

Is there a tutorial available? The options I am currently using seem very restricted.

Best regards

Julian
Attachments
nodes copy.jpg
shadow_maps.jpg
shadow_maps.jpg (28.34 KiB) Viewed 3975 times
texture_map.jpg
texture_map.jpg (42.97 KiB) Viewed 3975 times

User avatar
Karol
Posts: 640
Joined: 10 Jan 2012, 12:07

Re: Mixing textures

Post by Karol » 08 Jul 2014, 10:21

Hi!

Could you post this small scene tree (as an archive VZA; File -> Export -> Scene Archive) so we can take a look on the texture shading settings.

Best Regards
Karol

User avatar
Chris
Posts: 108
Joined: 14 Aug 2012, 09:10
Location: UK

Re: Mixing textures

Post by Chris » 10 Jul 2014, 17:28

Wow....texturing in Ventuz, in my experience a lot of trial and error methods were needed :)

Quick tips for you...

get rid of the lights.
get rid of the material node and replace it with a colour node. (if you dont put a colour node the model will still react to the Ventuz default light)
CTRL-A your red swirly texture for now, but keep it for experimenting later ;)
Create a texture (512x512 is fine) in PS or whatever you are using....Black background, with some soft feathered white brush work in it. (some spot, some lines...get creative just not too much for now)
save the file (as a DDS if you can. PS has a plugin available from nvidia to do this)
Add it in as a new texture in your tree and set the mapping to sphere map. (this essentially fakes a bit of lighting, thats what real time is all about....backdoor methods ;))
Have a play with the settings for this new texture (texture modes-in the custom part is better, scaling, mapping-wrap, mirror etc, rotation etc etc)

you may come out with something a bit closer to what you are after ;)

As Karol said, post up a scene archive and we can take a look ;)

Happy texturing!!

Chris

User avatar
Chris
Posts: 108
Joined: 14 Aug 2012, 09:10
Location: UK

Re: Mixing textures

Post by Chris » 10 Jul 2014, 17:38

In fact here you go a 10 second master piece :D.....png is fine for your tests ;)
Attachments
light spot.png

Jools

Re: Mixing textures

Post by Jools » 22 Jul 2014, 20:06

I have just realized I have had replies to this thread, I was expecting an email notification. My apologies:|

I did improve my render through trial and error. I found that duplicating the mesh with a plastic texture onto a different axis gave me a bit more control.
Also the custom bending modes helped. It is kind of hard to light this
Attachments
plastic_inhaler_post.jpg
custom_texture_shading_options.jpg
plastic_inhaler_1.jpg

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