Greetings,
As the title says.
Example
2 textures, the main texture for the mesh & a second texture placed on top.
The second texture is simply a transparent image with color information on one section of the map.
Can this be done without the second texture being (desaturated) by the main texture?
How many colors can the octanerender node support?
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What do you mean exactly?
To blend a texture over another:
- load both images in an image texture node.
- create a texture mix node. Connect the texture1 input to the first image and texture2 to the second.
- Create an alpha image texture with the second texture. Connect it to the amount input of the mix material node.
--
Roeland
To blend a texture over another:
- load both images in an image texture node.
- create a texture mix node. Connect the texture1 input to the first image and texture2 to the second.
- Create an alpha image texture with the second texture. Connect it to the amount input of the mix material node.
--
Roeland
Octane currently supports only two blending modes; mix & multiply. The mix mode has an "amount" parameter that defines how much the two textures are mixed at a certain point. So, in your case you would have to load the second texture twice; once as an RGB image node and the second time as an alpha node. You wold then set the alpha node as the amount for mixing.
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
cgmo.net
you currently can't layer textures in octane, so it would work like roeland wrote (using mix nodes and alpha maps)...Genesis wrote:Greetings,
This basic example image should help. Each color is its own image texture uv mapped to the cube. The red and blue colors do not mix with the yellow texture.roeland wrote:What do you mean exactly?
-
Genesis
„The obvious is that which is never seen until someone expresses it simply ‟
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