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Thomas M.
06-14-2007, 03:55 AM
I got a model without a UV texture as it's not working to make one for this object. Even atlas mapping screws up or crashes.

As the texture is made of a large procedural nodal tree the blurred reflections need to be calculated all over again and again. I did bake a vertex color map to the object. I just wondered if the reflections could look upon the vertex color map instead of the procedural color tree?

As this image takes forever to render (Sigma) I need to find ways to save time. Is this possible to let LW see the one texture for the first ray hitting the surface, while the second, reflected ray would use the vertex map for calculations?

Cheers
Thomas

jameswillmott
06-14-2007, 05:12 AM
Should be able to hack something by using the Bounces property of the Spot Info node to switch between surfaces if bounces is higher than 2(?)

dpont
06-14-2007, 05:13 AM
Have made some filters before with the "Bounce" output
of the Spot Info.
Connect it to a Math Logic node, if "Bounce" is
greater than 1, the ray is reflected, then you use the output
of the Logic node (0 or 1) in the opacity input of the Mixer
to swap between two node setups.

Denis.