I've been a bit picky since I usually try to offload texture tweaking to
Photoshop to avoid unnecessary computation in the 3d app; rendering is
already slow enough... ;)
The FXTree approach on image clips is actually pretty cool, and
especially usefull if you got image sequences you want to link effects
onto. And certainly not very well featured in the docs, that's right.
mr procedurals are a pipeline issue throughout the software, eg blending
them into a bumpmapping branch is a nightmare. Usually you need to
create a little bit of mr voodoo to get them do what you want. See the
attached jpg for your light procedural scenario:
Texture Space Generator: XY, Light, Intersection Point
Texture Edit: Scale 0.2/0.2/0.2 Offset 0.5/0.5/0
Both Nodes taken from the Tex Space Generator and Tex Space Controller
menu respectively. Vein Shader from the Tex Generators menu.
Hope that sheds a little bit of light. Oh, and yes, it would be nice if
the software would allow for these things to not only work out for the
TD type of user... ;)
Cheers!
-André
Matt Estela wrote:
On 2/6/07, André Adam <a_adam(at)49games.de> wrote:
Besides going back to Photoshop, what you might already have considered,
you could also walk the clip through the FXTree. Solution?
If thats the way its done, sure. :) I'm still fighting the transition
from maya to xsi, and its little things like that which aren't clearly
covered in the docs, nor the tutes, yet its something I do often on
any given job.
So in a similar way, does this explain why i can't map procedural
textures into lights either? If I can cheat all this via the FxTree
instead, then cool. As you say, I could do this by tweaking the map in
photoshop, but that seems a bit roundabout for just adjusting a light
colour.
Thanks for the tip,
-matt
