Various Texturing Difficulties

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gordonrobb
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I use the LW plugin but am putting this here as the challenges I have, I have tried in both LW and Standalone, and cant figure out.

Firstly is about combining textures in various ways.

These are shown on diffuse, although it is actaully for spec channel.

the following is the dirt node, normals inverted, then that inverted and attached to a glossy node.... This will be so that I can have more specularity on the edges.
Edges.png
I also have an images that I'm using for scratches (ignore the mapping, the UV isn't that great.
Scratches.png
What I want is both of these combined, such that every where that is white from both, will be white.

If I try multiply, both only appear where the other was (multiplying the white values I guess for each pixel) - No Good
multiply.png
Only other option I can find is mix. This allows me to input 2 textures and blend them. With 50% blend it looks like it's ok, but what's actaully happening is each of the whites are not as white as they were.
mix.png
How do I mix them so that I can have both, but retain the whiteness of each. As a clue, the way I texture spec and bump in LW, I would normally be blending half a dozen different images, with different opacities to build up the final Spec/bump map. What do I do in Octane?
Last edited by gordonrobb on Tue Aug 13, 2013 11:14 am, edited 1 time in total.
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gordonrobb
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This post has had 172 views, and no one has commented. Is that because people aren't interested, or is it because people don't know how to achieve what it is I'm trying to achieve? Or perhaps the thread is in the wrong part of the forum?
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juanjgon
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It is true that Octane needs a lot more nodes, like one to additive mix textures or a full color correction node.

Perhaps a way to fix your material could be use your last setup, but using the multiply node with a float texture node to multiply the textures x2 before input them in the texture mixer, or multiply x2 the output of the texture mixer node.

If you want to share the scene I can make some tests here with it.

-Juanjo
gordonrobb
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I'll sort it out this evening.

I'm surprised by the lack of input here though. Is what I'm trying to do particularly unusual? I mix/add/subtract images all the time in LW.
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whersmy
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What about rendering them twice, and mixing them afterwards in photoshop? :?:
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face_off
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Have you tried using a material mix, and putting the dirt texture into the "value" and one of the textures. That way where there is dirt - it will be the dirt texture (white), and where it is not, it will use your scratches.

Paul
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gordonrobb
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whersmy wrote:What about rendering them twice, and mixing them afterwards in photoshop? :?:
That seems incredibly time consuming, considering there could be a few images all being mixed differently for colour, spec, bump and roughness.
face_off wrote:Have you tried using a material mix, and putting the dirt texture into the "value" and one of the textures. That way where there is dirt - it will be the dirt texture (white), and where it is not, it will use your scratches.

Paul
Do you mean have two materials? or do you mean texture mix. I'll have a look tonight and see what's what.
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COBRASoft
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I'll try this myself tomorrow and thursday, no can do today, sorry.

Interesting thread!
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face_off
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Do you mean have two materials? or do you mean texture mix. I'll have a look tonight and see what's what.
Use a material node of type "material mix". It is pretty powerful - because you can adjust the amount of light from each texture based on the "amount" pin, which is exactly what you want I think.

Paul
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Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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gordonrobb
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That would be find if what I was doing was mixing materials. What I want is mixing images (could be as many as 5) to create one image for a diffuse, spec, roughness, bump (all perhaps in different mix).
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