Marco Manunta Posted September 9, 2014 Share Posted September 9, 2014 hi there, i would like to separate with the double UVW Mapping trick (one UVW for each map channel) the tiled reflection map of a shader and a black map with white puddles for the water in that shader. If i put the white puddles in the reflection map of the main material, when i change the UVW, it scales also the refl of the tiles. I would like to separate the tiled map from the water puddles map. thanks! Link to comment Share on other sites More sharing options...
SkylineArch Posted September 9, 2014 Share Posted September 9, 2014 If I'm understanding your question correctly, make sure that your map channels are the same as the 2 UVW channels you have applied to your object. So tile bitmap is channel 1 and use UVW modifier set to channel 1, and puddles bitmap is channel 2 and use UVW modifer set to channel 2. Link to comment Share on other sites More sharing options...
Marco Manunta Posted September 9, 2014 Author Share Posted September 9, 2014 thanks skyline. My question at the end is: is it possible to have two distincted reflection map with separate channel in the same reflection slot ? BEFORE: In the refl and glossiness slot I had the reflection map of my material which was composed by the tiles+water puddles. It didn't work because then the UVW for the water was too "tiled". NOW: I want the reflection map of my material without the water puddles AND an additional map just with water puddles in the same refl and glossiness slot. Link to comment Share on other sites More sharing options...
SkylineArch Posted September 9, 2014 Share Posted September 9, 2014 you can put your tile and puddle shaders in a Mix map and use the puddle bitmap as the mix amount, but a better option over a puddle bitmap is to use a procedural map (noise) as the mix amount between your tile shader and your puddle shader. then you will get no tiling. It just takes some testing to get the noise map how you want it. You're better off testing with just 2 solid colors until you get the mix how you want it, then put in the finished shaders. Link to comment Share on other sites More sharing options...
Marco Manunta Posted September 9, 2014 Author Share Posted September 9, 2014 thanks Mark, i'll try with the MIX map, and i'll tell you this. You are right, maybe with a bercon noise with some distortion on a voronoi pattern, the results would be great. Very nice idea. I'll let you know! Link to comment Share on other sites More sharing options...
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