Using multiple projections per surface.

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Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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Using multiple projections per surface.

Postby gristle » Tue Mar 04, 2014 4:12 am

gristle Tue Mar 04, 2014 4:12 am
Hi.
I'm trying to setup a brushed surface, with a logo applied.
Main surface is glossy, with an image map and box projection creating the brush bump.
Other surface is glossy as well, and mixed using an image and UV map.

When I plug the main surface in directly to the material node, it appears as I want. When I route it through the mix material, it fades dramatically. The odd thing is if I apply the brush as diffuse instead of bump, everything works as you would expect.

Any ideas?
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Re: Using multiple projections per surface.

Postby gordonrobb » Tue Mar 04, 2014 9:19 am

gordonrobb Tue Mar 04, 2014 9:19 am
Pictures might help.

Are you using an alpha to mix the materials? Is it fully black and white?
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Re: Using multiple projections per surface.

Postby gristle » Tue Mar 04, 2014 9:28 am

gristle Tue Mar 04, 2014 9:28 am
I'll set up a dummy scene tomorrow to illustrate the issue.

Yes, black/white image to control the blend.
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Re: Using multiple projections per surface.

Postby gordonrobb » Tue Mar 04, 2014 10:58 am

gordonrobb Tue Mar 04, 2014 10:58 am
What I mean though is are the extremes fully black and white? 0 and 255
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Re: Using multiple projections per surface.

Postby gristle » Tue Mar 04, 2014 7:18 pm

gristle Tue Mar 04, 2014 7:18 pm
Correct. With AA edges.
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Re: Using multiple projections per surface.

Postby gordonrobb » Tue Mar 04, 2014 8:52 pm

gordonrobb Tue Mar 04, 2014 8:52 pm
Let's see some pics then.
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Re: Using multiple projections per surface.

Postby gristle » Tue Mar 04, 2014 9:27 pm

gristle Tue Mar 04, 2014 9:27 pm
Ok, here are some pics. Firstly, another issue I've stumbled upon.
1.jpg

Image is controlling the mix. Notice how the logo is inverted.
2.jpg

Now I have plugged the 2nd material directly into the surface node and have plugged the mix image into the diffuse. Now the image is the correct way around. This strikes me as pretty odd.

Now the issue I mentioned yesterday.
3.jpg

Brushed surface and logo are mixed via image.
4.jpg

Now the brushed surface is plugged directly into the surface node. Notice the brush scale and/or strength has changed.

I don't know if I am missing something obvious but this does not seem right to me.
Scene file attached.
Cheers!
Attachments
projectionIssue.rar
(1.89 MiB) Downloaded 170 times
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Re: Using multiple projections per surface.

Postby juanjgon » Wed Mar 05, 2014 9:06 am

juanjgon Wed Mar 05, 2014 9:06 am
I am testing this issue in Standalone and it also happens there, so I think that this is a Octane problem. I am going to post this bug to the developers team to see what could be the problem.

-Juanjo
Attachments
image000054.jpg
Last edited by juanjgon on Wed Mar 05, 2014 9:27 am, edited 1 time in total.
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Re: Using multiple projections per surface.

Postby gordonrobb » Wed Mar 05, 2014 9:17 am

gordonrobb Wed Mar 05, 2014 9:17 am
Hmm, had a look and I'm not sure I understand what is going on either. I'm fairly sure it's because you have different projection nodes. If you use the OctaneUVMap node into the normal input instead of the new projection nodes. Then alter the texture U and V settings to what you want, this problem isn't there. So it's definitely something to do with those projection nodes. Quick fix, either UV it, or use the UVMap tool.

Over to Juan :)
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Re: Using multiple projections per surface.

Postby gristle » Wed Mar 05, 2014 9:58 am

gristle Wed Mar 05, 2014 9:58 am
I normally use the UVMAP node using the LW T function (single click, autosize, cannot go wrong!)
but the downfall with this is if you use images with differing scales. That is why I tried the new projection tools. I could use a UV map; sometimes that is not suitable though.

Juanjo, is the image flipping an Octane issue as well?
Thanks for looking into this.

Andrew.
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