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basic texture question


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hi,

very basic again:) ... id like to place a iristexture with the prebuild eyeballmaterial. i ve played around with the project-uv SOP to get the texture in place...

my problem is when i rotate around the uv`project the hole for the iris is getting rotated too( i think it is build with kind of displacement network)...

how i can move this two parts independently?

thx

post-4387-1240691264_thumb.jpg

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i ve tried to set something up in the vop network of the eyeballshader... it is like looking for the needle in the haystack...

with the transform uv VOP i tried to manipulate the orientation and size of the map ... that kind of works but im not getting a proper result...

i think there should be an easier way :)?

all i wanna do is to rotate my irismap 90

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It looks like the material expects polar UVs to be present, and then it draws it's own displace and colors for the iris. If you want to use a texture map for the iris you also have to provide your own matching texture map for the displace as well. You could go into the vopnet, add a UVTransform node for the color part of the shader and tinker with it until it looks right, but meh... why bother? The shader doesn't look realistic, I wouldn't put effort into making it work. Would be quicker just to slap an ortho projection on a sphere and use your texture (I think you can do without the iris displacement pattern, looks weird).

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hey!

nice a step forward!...thx for your time...i thought the shader could be cool with the right texturework. i like the idea with the smoothingvalue in the vop network which blends the parts together. i don' use the pattern ore colorparameters but i like the animatable pupil a.s.o.

i tried to setup a texture transform in the surface network but somehow...

i ve no idea how to handle vobs...i ve tried with a vector paramter to control the rotation but that was not very handy...

this time for me all is about learning ... getting basic knowledge together...

i d like to to know how to transform different shaders in a material (disp and surface in that example) independently with confortable control

greets

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hey!

nice a step forward!...thx for your time...i thought the shader could be cool with the right texturework. i like the idea with the smoothingvalue in the vop network which blends the parts together. i don' use the pattern ore colorparameters but i like the animatable pupil a.s.o.

i tried to setup a texture transform in the surface network but somehow...

i ve no idea how to handle vobs...i ve tried with a vector paramter to control the rotation but that was not very handy...

this time for me all is about learning ... getting basic knowledge together...

i d like to to know how to transform different shaders in a material (disp and surface in that example) independently with confortable control

greets

For layered textures you'll need Layer sops to generate the layer id's you need.

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