Question about materials

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Question about materials

Postby Jonnee » Wed Mar 18, 2009 2:58 am

Hello builders, it's me once again. :D

The today's question:
Is it possible to put two different materials to one single object? And when: how do I do that?
I'm working with different UV-Tex layers. The proper material has a smooth light shine (Spec 4). Now I want to have the upper UV-Tex layer using Spec 0. The logic tells me that I have to create a new material with Spec 0 and then I have to link it with the upper layer.
Am I right?

Thx all.. :)
User avatar
Jonnee
 
Posts: 266
Joined: Fri Nov 16, 2007 9:45 pm

Re: Question about materials

Postby boblishman » Wed Mar 18, 2009 6:20 am

yes...you can .... just click the NEW button on the materials section of the Link & Materials panel (F9)
when it comes to Age creation ... "DOH" seems to be my middle name...
User avatar
boblishman
 
Posts: 882
Joined: Fri Oct 05, 2007 4:47 pm
Location: Spain

Re: Question about materials

Postby Jonnee » Wed Mar 18, 2009 9:45 am

Ok, next thing:
Can we put relief to a material or better to an UV-Tex layer?
I want to make my hills look more realistic. Because of the light shine on the whole surface they look like chinaware at the moment. :D
I'd like to change it.
User avatar
Jonnee
 
Posts: 266
Joined: Fri Nov 16, 2007 9:45 pm

Re: Question about materials

Postby Jojon » Wed Mar 18, 2009 10:07 am

Plasma does have support for normal maps, apparently, although they've seen very little use, but as far as I know, the current pyPRP doesn't "do" them. Maybe the new material classes that are being considered for release does? Dox? Chloe? :7


EDIT: I'm pretty sure it's still one single material per face, by the way, with materials being assigned to faces in the same panel Bob pointed you to, so if you want to overlay some glossy stuff onto a matt surface, you may have to use a duplicate of the object, with a second material. I wouldn't mind being proven wrong on this. :)
Jojon
 
Posts: 1116
Joined: Sun Sep 30, 2007 5:49 am

Re: Question about materials

Postby Jonnee » Wed Mar 18, 2009 1:28 pm

Yes, I can put two materials on one object.
But: If I do that all UV-Tex layers of the first material apply for the second material too. If I delete layers in the second material they get lost in the first material too. So it's not possible to create a new material with another light shine just for specific layers. :(
I think I will not dublicate the object. Because then I should use Alpha and Passindex. That oftes causes display errors, and it takes a looong time to fix it. ;)
User avatar
Jonnee
 
Posts: 266
Joined: Fri Nov 16, 2007 9:45 pm

Re: Question about materials

Postby boblishman » Wed Mar 18, 2009 1:32 pm

you can stop the shineyness by switching on "Shadeless" & "Texface" on the material (this will kill the specularity) ....

also ... You can add as many layers (up to 16 IIRC) to a single material ... each with it's own UV map (if required) ... and this is how the "detail" can be added to large objects like landscapes
when it comes to Age creation ... "DOH" seems to be my middle name...
User avatar
boblishman
 
Posts: 882
Joined: Fri Oct 05, 2007 4:47 pm
Location: Spain

Re: Question about materials

Postby Paradox » Wed Mar 18, 2009 2:08 pm

Jojon wrote:Plasma does have support for normal maps, apparently, although they've seen very little use, but as far as I know, the current pyPRP doesn't "do" them. Maybe the new material classes that are being considered for release does? Dox? Chloe? :7


There is no support for them in PyPRP. I spent all of last weekend trying to hack together a normal map using libPlasma, and while I'm sure that I had all of the necessary parts, it didn't work. More research is going to be required before normal maps become usable, and unfortunately we have very few examples from Cyan Ages. :(
Paradox
 
Posts: 1295
Joined: Fri Sep 28, 2007 6:48 pm
Location: Canada

Re: Question about materials

Postby Jojon » Wed Mar 18, 2009 2:33 pm

We use slightly differing terminology here, which confuses this discussion somewhat. Jonnee speaks of "UV-Tex layers", by which I now have come to believe he refers to UV-maps, as listed in EditButtons->Mesh->UVTexture, rather than the texture layers, found at ShadingButtons->Material->Texture. I make this assumption, because the latter will certainly not change across several materials, whereas UV-maps are tied to the mesh, rather than the material and are shared by any materials associated with the mesh. To use different UV-maps with different materials, he should name the maps and refer to the relevant ones in the "UV:" text field in the material's "Map Input" panel.

It sounds like he *wants* the hills all glazed looking, but at a higher geometry resolution, without increasing the polygon count. This he should have been able to achieve with a bump-/normal map, had we been able to use them, and/or possibly a specularity map. One way to get a similar-ish effect to the specmap, could be to use an environment map, with gradients approximating the light sources of the age and an alpha overlay taking over in spots where he want less gloss. It is not the same of course, reflectivity is not specularity, but need do what need be. :7

Of course, if this is Breldur: weren't the other statics shadeless? In that case, why make the hillside dynamically lit, when a lightmap or preshaded texture (baked from a higher level of detail version of the mesh) might do the trick?

EDIT: @Paradox: Awwww. :(
Jojon
 
Posts: 1116
Joined: Sun Sep 30, 2007 5:49 am

Re: Question about materials

Postby Jonnee » Thu Mar 19, 2009 12:29 am

Jojon, you're right. You understand what I want to say.
Only all of that english technical terms make it hard to discribe what I want. I only can speak english that I've learned at school (an this was 15 years in the past.) :D

Edit: I just took a look at the textures of the garden district. Cyan used bump maps to make some textures look more realistic.
User avatar
Jonnee
 
Posts: 266
Joined: Fri Nov 16, 2007 9:45 pm

Re: Question about materials

Postby ardent red » Thu Mar 19, 2009 1:45 am

Cyan did lots of things in the Eders that we don't really see anywhere else- it was like their testing ground for new stuff. There aren't enough normal/bump maps elsewhere to tell us exactly how to use them, unfortunately.
ardent red
 
Posts: 150
Joined: Fri Apr 18, 2008 3:41 pm
Location: The big little New Zealand


Return to Building

Who is online

Users browsing this forum: No registered users and 5 guests

cron