muchhal.sandeep@gmail.com Posted April 22, 2008 Share Posted April 22, 2008 Hi all, I was trying to make glazing on a flat surface so I took the tiles map in the diffuse slot of A+D mi. Giving a thought that In the tiles grid one can be black lines to make the grid and the main component I will add a glass lume to make it a glass in between that grid. but i m not getting proper result from it i.e. the whole surface gets white. it renders purely white. I am using it with mr sun and sky photographic exposure. Another thing is I was first time playing with the lume shaders that too without any studies on it. Link to comment Share on other sites More sharing options...
pixelperfectg Posted April 22, 2008 Share Posted April 22, 2008 You shouldn't mix a new material inside the diffuse map of the A&D material...especially one that has it's own raytracing like the glass(lume) shader. For what you're describing sounds like you should use a blend map to mix the two materials using that tile map as a mask. Link to comment Share on other sites More sharing options...
muchhal.sandeep@gmail.com Posted April 22, 2008 Author Share Posted April 22, 2008 Hello Jeff, Thanks for the reply what i have done is taken a tiles map in the diffuse slot. made the grout color black and the second color of the slot of the tiles i have taken the glass lume shader. the issue is while rendering it gets full white no tiles grid i.e. grout nor the glass lume effext is coming. I have checked the UVW mapping and the tile size again it is coming right. if i render the same without GLASS Lume in the second slot and make it some color it comes out right but on adding glass lume my problem starts. Thanks again for your concern but I will take a few more time of yours for the same problem. Link to comment Share on other sites More sharing options...
pixelperfectg Posted April 22, 2008 Share Posted April 22, 2008 the issue is while rendering it gets full white no tiles grid i.e. grout nor the glass lume effext is coming. I have checked the UVW mapping and the tile size again it is coming right. if i render the same without GLASS Lume in the second slot and make it some color it comes out right but on adding glass lume my problem starts. I understand your setup, you've placed a tile map in the diffuse slot of an A&D material. Then inside that tile map you've used a glass(lume) shader. You can't/shouldn't do that. The A&D material is doing it's own raytracing, then your glass(lume) shader is also raytracing/refracting inside the A&D material...not good. Not to mention the fact that because the glass(lume) shader is inside the A&D material it's being multiplied by the lighting in the scene...which if it's the mrSun/mrSky that's why your object turns white/overbright. Again, there are a few ways to do what you want...Personally I would do this: 1. Make a grout material. (A&D material 1) 2. Make a glass material (A&D material 2) 3. Place them inside a blend map 4. Assign a tile map to the blend map as the mask. Link to comment Share on other sites More sharing options...
AJLynn Posted April 22, 2008 Share Posted April 22, 2008 As I understand it, Jeff understands it The problem appears to be that you're sticking the Lume shader where it's not meant to be used. Instead make a Blend material and make one slot in the blend an A&D thin glass, and the other the mullion material. Make the mask a Tile (set the colors to pure white and black) and set UVW Mapping on the object. Link to comment Share on other sites More sharing options...
muchhal.sandeep@gmail.com Posted April 22, 2008 Author Share Posted April 22, 2008 Thanks Andrew and JEFF, I have now understood how i shall work it out. I will come back as soon as i finish it. thanks again Link to comment Share on other sites More sharing options...
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