  | | | sprite + dirtmap | sprite + dirtmap 2005-01-18 - By Dan Yargici
Back >> HOWEVER.... it doesn't matter.. cause the white doesn't add to the final effect.....
No, but it would subtract from it though..... i.e. if that additional bit of white was infornt of another object that should render with the dirtmap. It would be obscured.
DAN
Todd Alan Peleg wrote:
> ok.. i am looking.. and all i did was run the matte of the image card > into a constant shader transparency... > > then i turned the constant node to white... > > and it covered the dirtmap where the card was.. but didn't add to the > dirtmap where the card crossed the geometry... > > meaning .. it worked... > > BUT... there was additional white rendered where the image on the card > is.. > > HOWEVER.... it doesn't matter.. cause the white doesn't add to the > final effect..... > > make sense? > > > todd > > Todd Alan Peleg wrote: > >> this sounds good.. but.. is not my workaround... >> >> todd >> >> Rob Wuijster wrote: >> >>> Hi Adam, not sure if this is what you're looking for: >>> >>> Assign a material and texture to the grid etc. usual. Open Rendertree. >>> Get a sprite and a Dirtmap node. Plug the Dirtmap node into the Sprite >>> node "input" slot, plug the image node into the Sprite node "matte" >>> slot >>> and turn on "enablle matte" in the Sprite's PPG. Plug the Sprite node >>> into the Material node "Surface" slot. >>> Leave the original material node linked to the Shadow and Photon slots. >>> >>> This will render a Dirtmap with the alpha cutout from the image. Have >>> used this recently with nice results. >>> >>> Hope this will help, >>> >>> Rob Wuijster >>> S-5 Multimedia >>> Reeuwijk >>> Holland >>> -- --Original Message-- -- >>> From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On >>> Behalf >>> Of Adam Seeley >>> Sent: Monday, January 17, 2005 4:11 PM >>> To: 'XSI@(protected)' >>> Subject: sprite + dirtmap >>> >>> >>> Hi All, >>> >>> I've been fiddling with this but no luck yet. >>> >>> Does anyone know how to use dirtmap & sprite shader together to enable >>> the dirtmap shader to ignore the transparent areas of the sprite shaded >>> object. >>> >>> e.g. grid with man sprite cutout shape standing on another grid. We >>> only >>> want the dirtmap to shade where the man is visible. >>> >>> Cheers, >>> >>> Adam... >>> >>> __ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ __ >>> This email has been scanned by the MessageLabs Email Security System. >>> For more information please visit http://www.messagelabs.com/email >>> __ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ __ >>> --- >>> Unsubscribe? Mail Majordomo@(protected) with the following text in >>> body: unsubscribe xsi >>> >>> --- >>> Unsubscribe? Mail Majordomo@(protected) with the following text in >>> body: >>> unsubscribe xsi >>> >>> >>> >>> >> >> --- >> Unsubscribe? Mail Majordomo@(protected) with the following text in >> body: >> unsubscribe xsi >> >> > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in > body: > unsubscribe xsi > > --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
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