Material creation
Posted: 24 May 2013, 00:00
I understand that every graphical function has to be granular to control every parameter but i don't understand how materials work in Ventuz.
Diffuse Texture-->Bump-->Reflection map
Why this order?
Don't you like Bump-->Reflection-->Diffuse Texture order for example? The software should recognize the order. I will never change an environment map to diffuse texture.
Why don't create a more rational texture stack (tree) directly in the Content window?
You create a Texture node and we bind in the inputs texture 1,2,3, reflection map, glossiness map, opacity map, bump map, reflection map and we mix all of them.
How you mix all these textures? I haven't seen any parameter to mix the texture with the diffuse color. Ho you control the weight of each texture? For example I want to add a 10% of reflection map.
Probably what I'm asking for already exist in Ventuz but no tutorial or manual can explain it. The bump example is not enough.
Also assign, copy, paste texture stacks (tree) in the Hierarchy order is a nightmare.
I created an horizontal hierarchy of texture: texture map-->bump map-->reflection map. I copied this three nodes and I did a ctrl+c. Then I pressed a ctrl+v on other nodes....boom! Not a crash but the copy command creates a new hierarchy that I don't understand and can't be usable.
If I import a Collada well parented geometry and I want to copy-paste for each node a triplet of texture-->bump--ref, how can I do it?
If I import a Collada geometry with 250 nodes and I want to delete all the diffuse material nodes, how can I do it? One by one?
The last question is: how many textures Ventuz supports? Have it the same Cuda limitation?
Regards
Diffuse Texture-->Bump-->Reflection map
Why this order?
Don't you like Bump-->Reflection-->Diffuse Texture order for example? The software should recognize the order. I will never change an environment map to diffuse texture.
Why don't create a more rational texture stack (tree) directly in the Content window?
You create a Texture node and we bind in the inputs texture 1,2,3, reflection map, glossiness map, opacity map, bump map, reflection map and we mix all of them.
How you mix all these textures? I haven't seen any parameter to mix the texture with the diffuse color. Ho you control the weight of each texture? For example I want to add a 10% of reflection map.
Probably what I'm asking for already exist in Ventuz but no tutorial or manual can explain it. The bump example is not enough.
Also assign, copy, paste texture stacks (tree) in the Hierarchy order is a nightmare.
I created an horizontal hierarchy of texture: texture map-->bump map-->reflection map. I copied this three nodes and I did a ctrl+c. Then I pressed a ctrl+v on other nodes....boom! Not a crash but the copy command creates a new hierarchy that I don't understand and can't be usable.
If I import a Collada well parented geometry and I want to copy-paste for each node a triplet of texture-->bump--ref, how can I do it?
If I import a Collada geometry with 250 nodes and I want to delete all the diffuse material nodes, how can I do it? One by one?
The last question is: how many textures Ventuz supports? Have it the same Cuda limitation?
Regards