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raw-m
08-27-2012, 05:27 AM
Got a simple surface setup where the scalar node is animated and the colour changes accordingly. Works lovely!

I thought that copying and pasting the attached setup into the Clip Map/Tex Editor/Node Texture would basically operate the same but matte out the white bits. I can't get it to work,the object is either full on or off, depending on what I set the scaler node to. Any thoughts?

Sensei
08-27-2012, 05:56 AM
Texture access structure is very basic, which procedural texture evaluation routine is receiving:

typedef struct st_LWTextureAccess {
double wPos[3];
double tPos[3];
double size[3];
double amp;
double spotSize;
double txGrad[3];
int axis;
int flags;
double octaves;
double txRGBA[4];
LWItemID objID;
} LWTextureAccess;

You basically don't have UV map data passed to custom Node Editor..

raw-m
08-27-2012, 06:05 AM
Thanks. Looks like it applies to weight maps as well. I could add it to the transparency channel but was hoping to avoid that. Any alternative approaches?

Sensei
08-27-2012, 06:08 AM
Forget about Clip Maps and use 0 and 1 in Transparency in Surface Node Editor?

raw-m
08-27-2012, 06:09 AM
I'll also try changing my setup a little so that the scalar is replaced with a null and referenced and I can use the same for the Clip Maps channel set to Image Map Reference Object (but your suggestion is easier!).