or just render each material in a separate pass or framebuffer and
blend them in comp.
Thiago Costa wrote:
make a texture and use it as your "color", sharing on all
your materials...
OR.
Make individual materials for each object and use a PPG to control
these colors.
As you are animating, I think you'll always need one material per
object and one node just for the animation data.. while you'll be
setting colors in another place.
2008/5/14 Eric Deren < eric_list(at)dzignlight.com>:
Is there a simple way to feed shared materials into a mix_2colors
node?
I've got three basic "colors" (that each have their own reflectivity,
environment maps, etc.,) and I know the client is going to come back and
want to change them. But I've got a bunch of objects that I need to
keyframe to change from one "color" to the next, at different times.
It appears that each object needs it's own render tree in order to
animate the color changes, but the render trees need to pull from shared
texture "branches" because I don't want simple client color critiques to
take me hours down the road. Any thoughts?
-Eric
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Vladimir Jankijevic
3D VFX Artist
Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich
+41 79 390 83 48 Mobile
+41 44 201 32 62 Tel
www.elefantstudios.ch
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