Once more.. Re: Using the same procedural texture for diffuse and bump... 2004-05-13 - By Pankhurst, Lawrence
Back Hi Morten,
I'm not sure where yours is going wrong, what do you end up with? Below are my steps from the logging in the script editor, perhaps that will help! If you change the path of KA_Turbulence to what it is on your machine I think you should just be able to run it as a script. Give me more details and I'll see if I can help, have you unchecked clamp in the bumpmap generator node?
Cheers
Lawrence
CreatePrim "Sphere", "MeshSurface" SetValue "sphere.polymsh.geom.subdivv", 24 SetValue "sphere.polymsh.geom.subdivu", 24 ApplyShader "Lambert", , , , siLetLocalMaterialsOverlap CopyPaste , "L:\XSI_Workgroup\Data\DSPresets\Shaders\Texture\KA_TurbulenceRGB.Preset", "TransientObjectContainer" SIConnectShaderToCnxPoint "TransientObjectContainer.KA_TurbulenceRGB", "sphere.Material.Lambert.diffuse" CopyPaste , "Shaders\Texture\texture_space_controller\Texture_edit.Preset", "TransientObjectContainer" SIConnectShaderToCnxPoint "TransientObjectContainer.Texture_edit", "sphere.Material.Lambert.KA_TurbulenceRGB.Coord" CopyPaste , "Shaders\Texture\texture_space_generators\Texture_space_generator.Preset", "TransientObjectContainer" SIConnectShaderToCnxPoint "TransientObjectContainer.Texture_space_generator", "sphere.Material.Lambert.KA_TurbulenceRGB.Texture_edit.input" SetValue "sphere.Material.Lambert.KA_TurbulenceRGB.Texture_edit.Texture_space_generat or.project", 0 CreateProjection "sphere", siTxtSpatial, siTxtDefaultSpherical, "Texture_Support", "Texture_Projection" SetInstanceDataValue , "sphere.Material.Lambert.KA_TurbulenceRGB.Texture_edit.Texture_space_generat or.select", "Texture_Projection" SetValue "sphere.Material.Lambert.KA_TurbulenceRGB.Texture_edit.torus_z", False SetValue "sphere.Material.Lambert.KA_TurbulenceRGB.Texture_edit.torus_y", False SetValue "sphere.Material.Lambert.KA_TurbulenceRGB.Texture_edit.torus_x", False
CopyPaste , "Shaders\Texture\Bump\Bumpmap.Preset", "TransientObjectContainer" DisconnectAndDeleteShaders "TransientObjectContainer.Bumpmap" CopyPaste , "Shaders\Texture\Bump\Bumpmap_generator.Preset", "TransientObjectContainer" RemoveShaderFromCnxPoint "Clips.noIcon_pic", "TransientObjectContainer.Bumpmap_generator.input", False RemoveShaderFromCnxPoint "Clips.noIcon_pic", "TransientObjectContainer.Bumpmap_generator.input", False SIConnectShaderToCnxPoint "sphere.Material.Lambert.KA_TurbulenceRGB", "TransientObjectContainer.Bumpmap_generator.input" SIConnectShaderToCnxPoint "TransientObjectContainer.Bumpmap_generator", "sphere.Material.normal" SelectObj "sphere.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection.GeoTxtOp" FreezeObj CopyPaste , "Shaders\Texture\State\Vector_state.Preset", "TransientObjectContainer" RemoveShaderFromCnxPoint "sphere.Material.Lambert.KA_TurbulenceRGB.Texture_edit.Texture_space_generat or", "sphere.Material.Lambert.KA_TurbulenceRGB.Texture_edit.input", False SIConnectShaderToCnxPoint "TransientObjectContainer.Vector_state", "sphere.Material.Lambert.KA_TurbulenceRGB.Texture_edit.input" SetValue "sphere.Material.Lambert.KA_TurbulenceRGB.Texture_edit.Vector_state.mode", 6 SetValue "sphere.Material.Bumpmap_generator.clamp", False SetValue "sphere.Material.Bumpmap_generator.factor", 300
-- --Original Message-- -- From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of Morten Bartholdy Sent: 13 May 2004 11:03 To: XSI@(protected) Subject: Once more.. Re: Using the same procedural texture for diffuse and bump...
Lawrence, sorry if I miss something obvious here, where do I freeze the spatial projection to make this work?
If I freeze the GeoTxtOp I am unable to get the same projection attaching the VectorState and TextureEdit like in your tree.jpg, so I guess I am missing something.
TIA! Morten
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