divi Posted June 14, 2011 Share Posted June 14, 2011 How do you apply a texture that has alpha? I want to texture the earphone speaker or that material that covers the speaker which usually has holes. How do you layer Textures? H11 is changed from other version, is there a layer node? I don't know what to do with the layer sop. It doesn't look like what i need. How do you extrude a polygon/primitive along a curve. I'm coming from Softimage and this tool is very useful , is there something like that in H11? I tried the Extrude sop and plugged the curve in the cross section but it gives me weird results. Thanks for Help. Quote Link to comment Share on other sites More sharing options...
GallenWolf Posted June 14, 2011 Share Posted June 14, 2011 (edited) - Disclaimer: I rarely use out of the box shaders so... 1 - Use a color map vop in the shader set to RGBA mode, the alpha comes through the 4th float variable. See attached hip. 2 - I think there used to be a Vex Layered material, that seems to be gone. I would suggest either baking your multiple textures out into a single texture, creating a surface shader that addresses your needs, or even using COPs to bring in and layer your textures before using them in a shader. 3 - Do you mean sweeping a cross section along a curve? Perhaps the Sweep SOP may be of use here? Also, look at polyExtrude SOP just in case. GW Edited June 14, 2011 by GallenWolf Quote Link to comment Share on other sites More sharing options...
3__ Posted June 14, 2011 Share Posted June 14, 2011 see attached. The layer sop seems to just tell subsequent uv texture sops to use uv, uv2, uv3, etc.. You'll need to render it to see the result; didn't have time to figure out how to make it work with OGL params. uvlayers.hip Quote Link to comment Share on other sites More sharing options...
divi Posted June 15, 2011 Author Share Posted June 15, 2011 (edited) - Disclaimer: I rarely use out of the box shaders so... 1 - Use a color map vop in the shader set to RGBA mode, the alpha comes through the 4th float variable. See attached hip. 2 - I think there used to be a Vex Layered material, that seems to be gone. I would suggest either baking your multiple textures out into a single texture, creating a surface shader that addresses your needs, or even using COPs to bring in and layer your textures before using them in a shader. 3 - Do you mean sweeping a cross section along a curve? Perhaps the Sweep SOP may be of use here? Also, look at polyExtrude SOP just in case. GW I did like this (see pic)but It just won't use alpha. I spent like the entire day today working on this , I tried different combination of nodes but still won't see alpha. It sees the texture. I have a texture which basically has transparent holes(alpha png) and I can make it so the surface color of the object that is applied shows on the holes. Like if I change the color to red .. the holes become red (like a layer), and when I try to make the color transparent it just won't work... It almost seems like alpha is disabled . I also have another grid in the back So I can see if the alpha works. Also thanks a lot cpb that works great . Edited June 15, 2011 by divi Quote Link to comment Share on other sites More sharing options...
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