Stacking of materials
Moderator: juanjgon
I am working on a soda can with condensation running down the sides. I have created a water texture for the drops using normal maps and an opacity map that can isolate just the droplets. Is there anyway I can 'stack' this texture on top of the actual can texture. I have tried various iterations of the mix texture node, but nothing really works. I have read in the Octane feature set that 'stacking' is possible, or this only for the stand alone? Thanks!
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You can stack textures with the texture mixer node or materials with the material mixer node ... in the plugin you have the same functions than in the standalone. If you want to post an example perhaps somebody could help with your scene.
-Juanjo
-Juanjo
Hi Juan,
Thanks, will do. I have tried many iterations using the material mixer node with no luck, but maybe I missed something.
I also wanted to ask whether UVMAP was going to hang around for a while, I find the functionality useful over the projection node.
©arlo
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Thanks, will do. I have tried many iterations using the material mixer node with no luck, but maybe I missed something.
I also wanted to ask whether UVMAP was going to hang around for a while, I find the functionality useful over the projection node.
©arlo
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Ryzen 5800x at 4.4GHz | 32GB | 1 x 3090 ti | 1 x RTX 2080 ti
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Godstrike, imho, the real/correct way to do water drops is to use real geometry. I personally would make these in ZBrush (though, they could be made in Modeler too - highly recommend using Multiply > Place Mesh), give each drop its own UV island (zb uvmaster makes quick work of this), and bring it in as a separate object (all drops in one object, not separate for each). You have more control over water and having separate uv for water allows for full use of can UV for the can maps. You don't even need to boolean cut the drops. I believe they will look great, even if half of each drop is inside the can geo.
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