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Re: Grass Shader

Posted: Tue Mar 26, 2013 4:19 am
by p3taoctane
yep that answers it. many thanks

peter

Re: Grass Shader

Posted: Tue Mar 26, 2013 7:16 am
by mbetke
Looks great. I use also a Mix material for such.
Diffuse has a transmission map with a more saturated and brighter version of the diffuse.
The Glossy material gives the highlights and reflection. Works well too. :)

I like the idea to test the material on a sphere.

Re: Grass Shader

Posted: Thu Mar 28, 2013 12:54 pm
by justix
Great! has it been submitted already? love to test it...

Re: Grass Shader

Posted: Thu Mar 28, 2013 5:42 pm
by ronjart
I would submit it if I knew how. :?

Re: Grass Shader

Posted: Thu Mar 28, 2013 6:11 pm
by kavorka
ronjart wrote:I would submit it if I knew how. :?

In the stand alone version, you right click and choose "save". Then under location change from macro to LiveDB.

Re: Grass Shader

Posted: Thu Mar 28, 2013 8:38 pm
by ronjart
No way of doing it from 3ds max? Does that mean I have to rebuild the material or is there a way to transfer?

Re: Grass Shader

Posted: Thu Mar 28, 2013 10:34 pm
by justix
ronjart wrote:No way of doing it from 3ds max? Does that mean I have to rebuild the material or is there a way to transfer?
need to sort this out...karba were are you?

Re: Grass Shader

Posted: Fri Mar 29, 2013 12:54 pm
by ROUBAL
If you have made your material in the Node inspector, just right click on the pin of the node and copy it.

Then paste in the Node graph window. Create a material Macro. You will get a macro node with an output pin (not usable for export).

Double click on it, and a Macro node with input pin will be created in an other tab (I tell you from memory and so I may be not accurate, because I am not on my workstation, and I have not Octane on this machine).

In this tab, paste the Material node just above the Material Macro node with input, and connect them together.

Once it is done, right click on the Material Macro node with input and save it to the Live DB.

The template display in the live DP will be created automatically, but may require some days to appear. First, you will get a grey cross instead.

Re: Grass Shader

Posted: Fri Mar 29, 2013 6:34 pm
by ronjart
Thanks for the help. I've rebuilt the material in the standalone version (it's a simple materiel) and submitted it. It's under Organic/Vegetation/BasicGrass. I had to upload two version, the first one is faulty (the mix map is no inverted) I hope that they'll keep the one I last submitted.

As I've mentioned, it's a pretty basic material so it would be nice to see your guys' modifications.

Re: Grass Shader

Posted: Fri Mar 29, 2013 9:54 pm
by Seekerfinder
Thanks for sharing, ronjart!

Seeker