hatrick Posted June 4, 2010 Share Posted June 4, 2010 (edited) hi, hope you ca help me out with the followig issue... id like to render a textured grid as a matte. the material of the grid has an alphamask in the opacitychannel and this alpha should act as my matte... "matte shading" in the geometry properties only gives me the matte of the grid itself not of its texture-alpha... what exactly happens when "matte shading" is checked ? is it possible to combine that function with an opacitymap within a shader? thx HT Edited June 4, 2010 by hatrick Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted June 5, 2010 Share Posted June 5, 2010 (edited) So I do not recall what check box you are actually hitting, but can't you just use the the constant material shader from the material tab to apply your alpha and color to get a "matte" no-diffuse/lighting pass. It doesn't answer your question, of what happens from the check box, but hopefully it derives the solution you are looking for, because it seems like you are just doing a baked UV wire-frame render, am I wrong? I easily could be... it's the end of a Friday night... Edited June 5, 2010 by LaidlawFX Quote Link to comment Share on other sites More sharing options...
hatrick Posted June 5, 2010 Author Share Posted June 5, 2010 the matteshadin substracts the alpha of one object from the alpha of another object deeper in z ... kind of intersection.... basicly exactly what i wanna do but without texture ore shader-opacity information...so still same probleme here thx Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted June 5, 2010 Share Posted June 5, 2010 the matteshadin substracts the alpha of one object from the alpha of another object deeper in z ... kind of intersection.... basicly exactly what i wanna do but without texture ore shader-opacity information...so still same probleme here thx I'm kind of confused with what you are asking. I rendered out these two copy stamped balls because I needed a visual, so do you want to be able to see through the back side of objects or not? and is this for texture space or like a z-depth channel for compositing? I could be completely wrong. A sketched out visual could help me. Can see backside of objects Can't see backside of objects Quote Link to comment Share on other sites More sharing options...
anim Posted June 5, 2010 Share Posted June 5, 2010 i am not sure what you exactly need, but check this thread http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=13480 2 Quote Link to comment Share on other sites More sharing options...
symek Posted June 5, 2010 Share Posted June 5, 2010 hi, hope you ca help me out with the followig issue... id like to render a textured grid as a matte. the material of the grid has an alphamask in the opacitychannel and this alpha should act as my matte... "matte shading" in the geometry properties only gives me the matte of the grid itself not of its texture-alpha... what exactly happens when "matte shading" is checked ? is it possible to combine that function with an opacitymap within a shader? thx HT Connect texture alpha to Of (opacity) and set Cf and Af to 0. Matte shading does just that, it forces mantra to evaluate only Of variable in a shader- leaving Cf as black and Af as 0. 2 Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted June 5, 2010 Share Posted June 5, 2010 Connect texture alpha to Of (opacity) and set Cf and Af to 0. Matte shading does just that, it forces mantra to evaluate only Of variable in a shader- leaving Cf as black and Af as 0. kool Quote Link to comment Share on other sites More sharing options...
hatrick Posted June 6, 2010 Author Share Posted June 6, 2010 prefect SYmek.... Quote Link to comment Share on other sites More sharing options...
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