[Material] ground classic

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Jay-ko
Posts: 138
Joined: Mon Nov 12, 2012 7:28 pm
Location: Paris

[Material] ground classic

Post by Jay-ko » Fri Jan 25, 2013 10:43 pm

Hi everybody;

I would like a classic material for a grass ground.

i try to do something simple and add detail like bump and displace after.

My ground is composed by a simply plane
So i tried something like a composite or a blend, with one texture with a hole for the background in uv channel 1; and one texture for the foreground in uv channel 2.

In this case i can have a foreground with highly detailed diffuse; and a background with a no-tillable texture.

I don't find the manual about that so i permit me to ask the comunity. :?:

Code: Select all

<?xml version="1.0" encoding="utf-8" ?>
<scenedata>
    <material>
        <name>ground</name>
        <oren_nayar>
            <texture>
                <path>ground.png</path>
                <a>0</a>
                <b>1</b>
                <c>0</c>
                <uv_set>default</uv_set>
                <exponent>2.2</exponent>
                <tex_coord_generation>
                    <uv />
                </tex_coord_generation>
            </texture>
            <albedo>
                <texture>
                    <texture_index>0</texture_index>
                </texture>
            </albedo>
        </oren_nayar>
    </material>
	
    <material>
        <name>grass</name>
 <oren_nayar>
            <texture>
                <path>grass.png</path>
                <a>0</a>
                <b>1</b>
                <c>0</c>
                <uv_set>default</uv_set>
                <exponent>2.2</exponent>
                <tex_coord_generation>
                    <uv />
                </tex_coord_generation>
            </texture>
            <albedo>
                <texture>
                    <texture_index>0</texture_index>
                </texture>
            </albedo>
        </oren_nayar>
    </material>

    </material>
</scenedata>
I use 3ds Max 2012, and Maxigo


Of course that's not working because i don't know how to use it.

I need to know how to use multi-channel UV
I need to know how to use composite material

thank a lot if you have an idea or some clue to find it :)
errare humanum est

User avatar
Jay-ko
Posts: 138
Joined: Mon Nov 12, 2012 7:28 pm
Location: Paris

Re: [Material] ground classic

Post by Jay-ko » Sat Jan 26, 2013 2:31 am

there an example of a blend mat:

http://www.indigorenderer.com/materials/materials/59

So i try something like that:

It's working but i don't find the tip's to make my grass tillable! :)

Code: Select all

<?xml version="1.0" encoding="utf-8" ?>
<scenedata>
		<material>
			<name>terrain</name>
			<diffuse>
				<albedo_spectrum>
					<rgb>
						<rgb>1.0000 1.0000 1.0000</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</albedo_spectrum>
				<albedo_texture>
					<uv_set>default</uv_set>
					<path>terrain.png</path>
					<a>0.0</a>
					<b>1.0</b>
					<c>0.0</c>
					<exponent>2.2</exponent>
 				</albedo_texture>
			</diffuse>
		</material>

		<material>
			<name>grass</name>
			<diffuse>
				<albedo_spectrum>
					<rgb>
						<rgb>1.0000 1.0000 1.0000</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</albedo_spectrum>
				<albedo_texture>
					<uv_set>1</uv_set>
					<path>grass.jpg</path>
					<a>0.0</a>
					<b>1.0</b>
					<c>0.0</c>
					<exponent>2.2</exponent>
 				</albedo_texture>
			</diffuse>
		</material>

	<material>
		<name>env</name>
		<blend>
			<a_name>terrain</a_name>
			<b_name>grass</b_name>
			<step_blend>false</step_blend>
			<blend_factor>0.5</blend_factor>
			<blend_map>
				<path>terrain.png</path>
				<uv_set>UVTex</uv_set>
				<exponent>1.0</exponent>
				<a>1</a>
				<b>0</b>
				<c>0</c>
			</blend_map>
		</blend>
	</material>

</scenedata>
errare humanum est

User avatar
Jay-ko
Posts: 138
Joined: Mon Nov 12, 2012 7:28 pm
Location: Paris

Re: [Material] ground classic

Post by Jay-ko » Wed Jan 30, 2013 10:39 pm

It's unbelievable that we can't do that with a modern renderer?
I can't believe it
We can't have differents UV channel in the same material?



When i use "<uv_set>1</uv_set>" and "<uv_set>2</uv_set>" in 3ds Max, Indigo make me a render with exactly the same UVs between map1 and map2...

There is lot of messages about problems with multi-UV with blender on the forum, but no answer.

Indigo render can do that?
errare humanum est

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OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: [Material] ground classic

Post by OnoSendai » Wed Jan 30, 2013 11:07 pm

Hi, try using uv_set_index, e.g.
<uv_set_index>0</uv_set_index>

uv_set names are not used any more.

User avatar
Jay-ko
Posts: 138
Joined: Mon Nov 12, 2012 7:28 pm
Location: Paris

Re: [Material] ground classic

Post by Jay-ko » Wed Jan 30, 2013 11:59 pm

:D Ok, Nice!

It's working!

So i replaced my "uv_set" by "uv_set_index" and Indigo is 0 based;

So when i use 3ds max and you have Uv chan n°1 and Uv chan n°2, use uv_set_index 0 and uv_set_index 1

Thank you a lot OnoSendai
<?xml version="1.0" encoding="utf-8" ?>
<scenedata>
<material>
<name>terrain</name>
<diffuse>
<albedo_spectrum>
<rgb>
<rgb>1.0000 1.0000 1.0000</rgb>
<gamma>2.2</gamma>
</rgb>
</albedo_spectrum>
<albedo_texture>
<uv_set_index>0</uv_set_index>
<path>terrain.png</path>
<a>0.0</a>
<b>1.0</b>
<c>0.0</c>
<exponent>2.2</exponent>
</albedo_texture>
</diffuse>
</material>

<material>
<name>grass</name>
<diffuse>
<albedo_spectrum>
<rgb>
<rgb>1.0000 1.0000 1.0000</rgb>
<gamma>2.2</gamma>
</rgb>
</albedo_spectrum>
<albedo_texture>
<uv_set_index>1</uv_set_index>
<path>grass.jpg</path>
<a>0.0</a>
<b>1.0</b>
<c>0.0</c>
<exponent>2.2</exponent>
</albedo_texture>
</diffuse>
</material>

<material>
<name>env</name>
<blend>
<a_name>terrain</a_name>
<b_name>grass</b_name>
<step_blend>false</step_blend>
<blend_factor>0.5</blend_factor>
<blend_map>
<path>terrain.png</path>
<uv_set>UVTex</uv_set>
<exponent>1.0</exponent>
<a>1</a>
<b>0</b>
<c>0</c>
</blend_map>
</blend>
</material>

</scenedata>
errare humanum est

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