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Texture Mix Problem


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Hello Od|forum!

 

I ran into a little problem. I had the idea to make a procedural texture. I wanted to use ambient occlusion to blend texture A with texture B. 

 

I used a Pointvop to blend the two textures. Two Colormaps hold the two different textures which both go into a Mix. I used the AO I already got on the floor as the Bias in the Mix.

This method kind of works. Texture B, which is green, is in the places I want it to. Texture A as well. However; both of them do not have the checkered pattern that is in the texture.

 

Is there someting I missed? Or is it a viewport thing?

Thanks in advance!

 

-Bram

Texture_Mix_Problem_01.rar

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Cascading issues, all little problems that keep tripping me up too. Starting from the end and working back:

 

-the colormap nodes need uv's, I created a uvcoords node and attached it to the maps. Except...

-there's no uv's on your geometry, so I created a 'uv project' node just after the grid. You still won't see these on your vop network because...

-uv project nodes apply uv's to verticies, your vop network is running in point mode. I changed the mode of your vop from points to verts. Almost working, but the occlusion mix will be missing because...

-the occlusion node outputs its colour to point. I attribPromoted Cd from point to vertex.

 

Attached the scene, sorry I had to change the texture paths a little.

 

I suspect there's a better way to achieve what you're after, but this should unblock you in the short term. :)

 

 

Texture_Mix_Problem_02.hipnc

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I did have uvs in my original file, but I forgot to implement them into the file I posted. But thanks a lot for your help!

 

I do not have a reason not to do it in SHOPs, I was wondering how to do this in a way I was familiar in and I have never made use of SHOPs.

But this is a good point to finally look into it.

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