Please help me with my fountain

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Re: Please help me with my fountain

Postby Perlenstern » Tue Apr 07, 2009 1:42 pm

I want to make more with that fountain......so you have to wait until you can test it.

So now another question: The water of that fountain is a cricle with one material and one texture. It is transparent and the animation works. I have another nice looking water texture. what I want to make is to create another cricle with that second texture that also is transparent and put it under the animated circle. I want to see the animation from the first circle, then the not animated texture of the second circle and, because it is transparent too....the ground of the fountain.
I thought....no problem....but if I put the second circle under the first circle I can' t see the second circle.I only see the ground of the fountain.

fountain3.jpg
fountain3.jpg (5.81 KiB) Viewed 3743 times


I try to set it the same passindex....don't work.
I try to set it another passindex.....don't work.

Did I think wrong with my wishes.....what is the right way to do something like that.

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Re: Please help me with my fountain

Postby Jojon » Tue Apr 07, 2009 2:26 pm

You may want to make that second texture simply another layer of the same material - then you won't need the separate mesh and likely extra passindex.

If you don't want the second texture layer to use the same UVMap as the first, just add a new UVMap in Edit->Mesh, give it some name and reference that name in the material->MapInput tab, with the new layer selected (in material->texture).
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Re: Please help me with my fountain

Postby Perlenstern » Tue Apr 07, 2009 2:41 pm

Sounds like a good idea....but the material of the water has a IPO curve and the second one not. So I think I need two extra materials.....not only two textures.

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Re: Please help me with my fountain

Postby Jojon » Tue Apr 07, 2009 3:03 pm

No, each layer can have its own set of IPO curves. (..to select a layer for view in the IPO editor, use the "channel number" next to the IPO editor TYPE selection button.
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Re: Please help me with my fountain

Postby Perlenstern » Tue Apr 07, 2009 5:07 pm

Ok Thank you for that information.
Did you know about any tutorial for putting two textures, with two Uv-Mappings and two IPO curves on one material ?
I try it......but never found the correct buttons. Perhaps I don't know enough about working with Blender and have to learn more before doing things like that.

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Re: Please help me with my fountain

Postby Jojon » Wed Apr 08, 2009 9:44 am

First of all, I'd like to mention that the Object->ObjectButtons->Draw->DrawExtra "Transp" button, that you mentioned earlier, took care of a problem I have been having in my Ahra pahts shell. I never knew that button was mapped to anything in pyprp -- my thanks. :)

I believe what you ask is actually covered in the tutorials on the wiki, but the lore is rather fragmented and spread put over several ones, I suppose. What follows should probably be part of a new real tutorial, but I'm at loss as to where to begin and end such a one (..and I must admit I'm really bad at explaining things).
You'll already know most of what I'll say and I'm restricting info to the question at hand, but anyway... :7

Ok, to my way of seeing things, the trio of tabs on the texture panel of the material pane is a bit misleading, because I'd say that the "Map input" and "Map to" tabs are really pretty much subordinate to the "Textures" one. When you have higlighted a layer in the array of layers ( 'A' in the picture - in this case I have the first layer selected and it is set to fetch its image data from the texture block "Texture_1" ), everything you do in the two other tabs determines what to do with that particular layer and none of the others.

What happens with the layers, when rendering, is that we begin from the top of the array, with layer 0.

We look at our "Map input" data to see which pixel goes where -- most of the time we will use a UV-map to do this. If the mesh has several UV-maps, we can specify which one to use for each layer, in the text box at "B" on the picture. The IPO keys you can insert here are also specific to the active layer.

Now, "Map to" will tell us how to draw the texture. In the simplest case, we will use a texture without an alpha channel and draw its COLours in MIX mode (selected at 'C' in the picture), with the col slider at 1. If we mix 0.5, the texture will appear half see-through. With an alpha channel (or stencil, which is pretty much an "external" alpha channel, inserted through a preceding layer), you can determine transparency for every pixel.

That done, we move on to the next layer: layer 1, second from top and go through the exact same procedure as above, this time drawing on top of the composite texture of the material so far, then layer 2 and so on -- each layer is drawn in turn, one by one, on top of everything that went before.

So, if I drew "Texture_1", in the picture, totally opaque (mix col 1.0) and then "Texture_2" at mix col 0.5, I would get a 50/50 blend of the two textures. If I wanted equal parts of three pictures, I would mix the layers 1 / 0.5 / 0.333. Four pictures: 1 / 0.5 / 0.333 / 0.25 and so on.

Hope this was what you sought...

EDIT: forgot to attach the piccie. :P
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Re: Please help me with my fountain

Postby boblishman » Wed Apr 08, 2009 10:05 am

Jojon wrote:First of all, I'd like to mention that the Object->ObjectButtons->Draw->DrawExtra "Transp" button, that you mentioned earlier ... I never knew that button was mapped to anything in pyprp ...


Neither did I ... :o ... could someone please explain exactly what this button does IN URU ? (*cough* ... in layman's terms ... please ... :? )
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Re: Please help me with my fountain

Postby Perlenstern » Wed Apr 08, 2009 12:17 pm

@Jojon
Thank you for this nice tutorial. I'll try it in the next few days.

@Boblishman
I never know what this button means or how it works for URU........the only thing I know is that it worked for me .....but I don't know why.

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Re: Please help me with my fountain

Postby D'Lanor » Wed Apr 08, 2009 1:04 pm

boblishman wrote: ... could someone please explain exactly what this button does IN URU ? (*cough* ... in layman's terms ... please ... :? )

It was explained here.
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Re: Please help me with my fountain

Postby Jojon » Wed Apr 08, 2009 1:18 pm

D'Lanor wrote:It was explained here.


I notice that I was all over that thread. The good thing about having humblepie for supper, is that any lessons learned are well worth the humiliation. :7

Paradox, from the linked thread wrote:If an object has any sort of transparency, it must be exported in a BlendSpan, which has a render level of (M=defrend;m=opaque). You can force objects to be exported in a BlendSpan using the TRANSP button in the Object Properties.


Check! *tries to chisel that into /my brain stem*

EDIT: Closed quote...
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