Master chief Posted August 25, 2011 Posted August 25, 2011 in theory pretty simple, i have a basic landscape set up with trees and grass textures, and i want a different texture to over right the grass were i want it to do so, think the zerg creep if u ever played starcraft1/2 but with a little more control like if i wanted to send out tendrils or something http://www.gosugamers.net/starcraft/images...Zerg%20Base.jpg if at all possible to have it raise a little of the ground i would be cool but thats a secondary objective in the how do i get it to change textures to begin with Quote
Hash Fellow robcat2075 Posted August 25, 2011 Hash Fellow Posted August 25, 2011 If your ground plane has more than just the bare minimum of splines, the magnet tool could be used to evenly raise a portion. Quote
RU2D4 Posted August 27, 2011 Posted August 27, 2011 Not sure I understand you completely, but there is a key color for decals (textures). If the key color is (for example) black then the areas of the texture image that are black will not apply as a texture. Quote
Master chief Posted August 27, 2011 Author Posted August 27, 2011 what I'm trying to go for is the spread of one texture over another with out getting that dual texture flicker. if i could get a animation of what it does in star craft i would show u but i cant, it more or less oozes out wards slowly from certain locations. I know at one time some one said you could make a material or something like one that would cause a set texture to appear when it touched another models surface, i know its not a Boolean cutter, Quote
Hash Fellow robcat2075 Posted August 27, 2011 Hash Fellow Posted August 27, 2011 that dual texture flicker. ? I know at one time some one said you could make a material or something like one that would cause a set texture to appear when it touched another models surface, i know its not a Boolean cutter, a material effector Quote
RU2D4 Posted August 27, 2011 Posted August 27, 2011 You can't put one texture over another, I don't think. Quote
johnl3d Posted August 27, 2011 Posted August 27, 2011 gradient combiner gradientc.mov this is basic sample Quote
Master chief Posted August 27, 2011 Author Posted August 27, 2011 Ok at risk off sounding complete noob how does one set up a material effector , looked through the mat files and couldnt find a thing.... Quote
Fuchur Posted August 27, 2011 Posted August 27, 2011 Ok at risk off sounding complete noob how does one set up a material effector , looked through the mat files and couldnt find a thing.... It can be created like a new model or light. Rightclick on the object-folder and go to new > material effector. After that drag a material on it and put it in a chor... *Fuchur* Quote
Master chief Posted August 28, 2011 Author Posted August 28, 2011 OK i have found how to create the material effect, how ever getting it to work is problematic, i have tryed creating it as a standalone item, putting it with a different model , and putting it in the same model and nothings working, it may be that i cant for what ever reason get it to attach to model pieces in bones mode or I'm doing it wrong. Quote
Fuchur Posted August 28, 2011 Posted August 28, 2011 OK i have found how to create the material effect, how ever getting it to work is problematic, i have tryed creating it as a standalone item, putting it with a different model , and putting it in the same model and nothings working, it may be that i cant for what ever reason get it to attach to model pieces in bones mode or I'm doing it wrong. It should not be created in a model but as an own object. After that drag and drop the material on it and drag the material effector from the object-folder to your chor. In there they will appear looking a bit like a bulb-light. bring them near another object so that the influence-area of it will touch the other object (ie. the ground). Now use the blue rendering-button (final-rendering) to get an output. Hope it helps... The biggest drawback of material effectors (they would be wonderful it they wouldnt have that) is, that they will effect anything they touch... you cant specify something like a "material effector list" (> lightlist) which will tell them which models should be effected... See you *Fuchur* Quote
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