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Thread: conductor node + luminous texture, ho w to set up?

  1. #1

    conductor node + luminous texture, ho w to set up?

    i have to apply luminous dots from a texture to a metallic surface, but i have not found yet a good solution for this. the metal material setup with a conductor node is a given base on which i have to add the luminous channel. i've tried with material mixer, but the results are not matching, as i can only blend it with alpha. i wonder: is there a node which overrides determined channels, even if a material input is used on a surface?

    in the meantime i found a workaround for my specific scene, but i'd like to have a nodal solution for future projects.

    any hints or tips are welcome.

    cheers

    markus
    3dworks visual computing
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    OSX 10.12.x, macpro 5.1, nvidia gtx 980 ti, LW2015.x / 2018.x, octane 3.x

  2. #2

  3. #3
    thanks sensei, i know that one, but i wonder: does the flattened diffuse shading retain soft reflections of the original conductor material?
    3dworks visual computing
    demo reel on vimeo
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    OSX 10.12.x, macpro 5.1, nvidia gtx 980 ti, LW2015.x / 2018.x, octane 3.x

  4. #4
    TrueArt Support
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    Flatten Material node does the same what LW while converting it to final RGB output.

    If you're asking about buffers for composite, they're gone, I guess so.

    Internal renderer/flatten material procedure is showed below:

    Click image for larger version. 

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  5. #5
    found a way, see here

    Click image for larger version. 

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    3dworks visual computing
    demo reel on vimeo
    instagram

    OSX 10.12.x, macpro 5.1, nvidia gtx 980 ti, LW2015.x / 2018.x, octane 3.x

  6. #6
    TrueArt Support
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    You're overwriting any existing Diffuse Shading part of material plugged to Flatten Material.

    It should be Flatten -> Vector > Add -> done. Second Vector > Add param, your luminosity data.

  7. #7
    TrueArt Support
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    Or even easier- plug luminosity data directly to Specular Shading. Final RGB will be Diffuse Shading + Specular Shading anyway. Renderer will add them together instead of Node Editor. Diffuse Shading take from Flatten.

    ps. Specular Shading part of material is already included in Color after Flatten material. What for adding it second time?
    Last edited by Sensei; 01-22-2013 at 01:29 PM.

  8. #8
    got it thanks, was lost in the nodal network...
    3dworks visual computing
    demo reel on vimeo
    instagram

    OSX 10.12.x, macpro 5.1, nvidia gtx 980 ti, LW2015.x / 2018.x, octane 3.x

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