simple material mix question

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naik3d
Licensed Customer
Posts: 62
Joined: Sat Jan 08, 2011 4:39 pm

Hey guys

actually this one should be very easy but i can't get it to work.

Imagine you got a lng cylinder with a texture on it ( from the bottom to the top)
Now i add another diffuse material ( bright red ) and also
a gradient texture and a mix material in order to combine them all together.

So i want the ( black / white gradient) to controll where on the cylinder
the color should come through and where the texture should be
visible, actually very simple but it doesn't work.

The Mix Material always mixes the whole object, but what i want
is to see ONLY the texture at the bottom to the mid point of the cylinder
and then with a smooth transition to the top only the texutre.

Can anyone give an advice?

Image
Windows 7 x64
Maya 2011 x64
3dsmax 2011 x64 // 3dsmax 2010 x64
Nvidia Quadro 4000
Dual Intel Xeon X5650 6 Core ( 24 Cores HP )
24GB RAM
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matej
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Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

The nodes seems ok, so its your uv map (scale?) that is wrong / not exact as you want the mapping to happen.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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naik3d
Licensed Customer
Posts: 62
Joined: Sat Jan 08, 2011 4:39 pm

hey mate,

That's unlikely because the texture which lies on tha cylinder fits perfect
( Some kind of a logo)

But maybe i can check it again.
Windows 7 x64
Maya 2011 x64
3dsmax 2011 x64 // 3dsmax 2010 x64
Nvidia Quadro 4000
Dual Intel Xeon X5650 6 Core ( 24 Cores HP )
24GB RAM
naik3d
Licensed Customer
Posts: 62
Joined: Sat Jan 08, 2011 4:39 pm

hey guys

i just can't get it to work properly...
Can someone give me a hint?

Maybe just a test scene with a cylinder and two diffuse materials ( just the color )
and the mix material with a gradien texture ( inside octane --> B/W)

cheers

kian
Windows 7 x64
Maya 2011 x64
3dsmax 2011 x64 // 3dsmax 2010 x64
Nvidia Quadro 4000
Dual Intel Xeon X5650 6 Core ( 24 Cores HP )
24GB RAM
naik3d
Licensed Customer
Posts: 62
Joined: Sat Jan 08, 2011 4:39 pm

really no one???
Windows 7 x64
Maya 2011 x64
3dsmax 2011 x64 // 3dsmax 2010 x64
Nvidia Quadro 4000
Dual Intel Xeon X5650 6 Core ( 24 Cores HP )
24GB RAM
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

What kind of node is that "gradient texture"? Is this the new version? If it's a procedural, check it's scale (default procedurals scale is very small).
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
naik3d
Licensed Customer
Posts: 62
Joined: Sat Jan 08, 2011 4:39 pm

There is no parameters called scale in the gradient texture.
I think this gradient texture is not what it is meant to be.

So ridiculous, that such a simple task gets so complicated!

p.s it seems to work somehow with the sine wave and saw wave texture.

Can it be that the gradient texture needs a real texture ( jpg etc ) as an input to work?
Windows 7 x64
Maya 2011 x64
3dsmax 2011 x64 // 3dsmax 2010 x64
Nvidia Quadro 4000
Dual Intel Xeon X5650 6 Core ( 24 Cores HP )
24GB RAM
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Just use a float image with gradient made in Photoshop...
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
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dave62
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Posts: 310
Joined: Tue Oct 05, 2010 6:00 pm

maybe just a simple thing: maybe its just the wrong size or aspect ratio of the image.
there is just one uv-mapping for the object, so the texture which controls your mixed material amount in this case your gradient tex (image) must have at least the same aspect ratio as the one which is mapped in 3dmax onto your cylinder.


edit: oh, now i read it above, you got it already solved. thought you already used an image for your gradient..
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