More Key Textures in Gradient2
Moderator: juanjgon
Yes, that works great now. I would still like a "uniform" version of the RandomColor Texture (a "UniformColor Texture"), but it's not urgent. Thanks again for your help!!!
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Sorry, this is something that should be supported by Octane, I can't add this feature myself in the plugin.hdace wrote:Yes, that works great now. I would still like a "uniform" version of the RandomColor Texture (a "UniformColor Texture"), but it's not urgent. Thanks again for your help!!!
-Juanjo
Understood. Thanks anyway.
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I finally realized I wasn't applying the "decals" correctly. All I was doing was cutting a hole in the sides of the robots which is why sometimes the numbers looked funny. To apply decals correctly one has to use Material Mixer, plug the regular robot surface into the first Material input, a texture image with the number (in this case, black on white) and set to Color Image plugged into the second material, and a texture image with the same picture and set to float (it doesn't necessarily matter) plugged into the Amount input.juanjgon wrote:weird, are you sure that the texture nodes are linked to the same gradient node inputs?hdace wrote: The other problem is that, for some reason, the Gradient2 node that feeds the opacity channel must be getting slightly different data than the main Gradient2 node because Robots 15 & 22 have conflicting results. You can see that the diffuse channel and the opacity channel are receiving different images and that shouldn't happen. That is particularly surprising.
-Juanjo
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I've just found that on this custom build "Arbitrary" render ranges doesn't work. Not sure if that was the case before updating the Gradient2 node.
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11466-11469, 11472-11520
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Yes please. Many of the scenes in our film are very long. Thanks.
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