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Re: Texture projections

Posted: Sun Jul 20, 2014 11:48 am
by Lewis
Yep, looks very good, now how do you transfer/export that to LW surface/pst :)?

Re: Texture projections

Posted: Mon Jul 21, 2014 4:24 am
by geo_n
Its mixer node with two glossy node plugged in.
Not sure how the values from octane transfer to lw octane values. Trial and error. Juanjo seemed to follow lw convention not octane convention for values.

Re: Texture projections

Posted: Mon Jul 21, 2014 8:04 am
by gordonrobb
You can input a 'float' into the values to accurately match the standalone node. However, in my experience there is a Hugh difference in some of the nodes values in terms of the gamma. I'll take a look later though, as it like that a lot.

Re: Texture projections

Posted: Mon Jul 21, 2014 9:21 am
by juanjgon
gordonrobb wrote:You can input a 'float' into the values to accurately match the standalone node. However, in my experience there is a Hugh difference in some of the nodes values in terms of the gamma. I'll take a look later though, as it like that a lot.
If you have all the LW color space functions disabled and if you use floating values to configure the node parameters you should get the same material than in Standalone ... the gamma problems are only in the LW color pickers.

-Juanjo

Re: Texture projections

Posted: Mon Jul 21, 2014 12:08 pm
by polytek
Well the carpaint material uploaded before is a mettalic paint, you just have to play with the controls a bit, i uploaded the material with all color variations close to black.
I changed the material a bit, all controls are on the left side now, "FalloffControl" controls the transition off the main color to the falloff color at grazing angle, "falloffColor", "CarPaintMainColor" and "FlakeColor" control all respective colors, use the flakes procedural input to control the size off the flakes....i changed the mix node off flakes specular controle so that the flakes are more pronounced...