I'd definately be into that! Sounds great. :)
DAN
Francois Lord wrote:
Here, we wrote a plugin (Patrick might be relesasing it on his site
soon) that takes the selected clusters on an object, and creates a
ColorAtVertices map for each. Basically, it creates a matte for each
cluster that you can use in the rendertree to blend different materials.
For the few weeks we've been using it, it works like a charm.
Chris Marshall wrote:
Thanks Christian,
I'll give that a go.
It's an interesting point about cluster materials and passes. I've
never really got into using passes, just very basic stuff, but I
would think that about 70% of my models for broadcast work contain
clusters with materials. I would be interested to know how other
facilities, who use passes alot, would approach this issue.
Chris
Christian Rittener wrote:
You can CREATE a texture support fitting exactly the size of your
cluster by using Get->Property->Texture Projection instead of going
through the image PPG. I don't know how to scale an existing TP.
However, as Bernard would say, you shouldn't use cluster materials,
not if you want to use passes and overrides. By the way, is there
anything new in that area in v5?
Christian Rittener
Chris Marshall wrote:
Brain's just died!
If I have a cluster with a material and texture support applied, is
there a way of auto scaling the support to the boundaries of the
cluster?
I thought this was possible, but can't figure out how.
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