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interstellar

shader question

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Hi Everyone,

I've "paged" through the manual but cannot find an answer to a question, so I thought I would post my question to the collective wisdom of our group.

Using FormZ, I plan to "break" up a rock that has EI's Fractal Shader on it. Is there a way for the individual pieces to retain their section of the shader?

Thank you in advance,

Joe T

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Yes there is, and surprisingly it is very easy! :)

On the material panel, info tab there is a save material button. Save the original material (not going to say master, as that's different). Then for each of the fragments individually load this origional material using the load button in the same place. This brings in the material in the same world position as the origional. but it then stays stuck if you animate the objects position - where 'world coordinate' textures slide around.

Cheers

DaveW

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Yes there is, and surprisingly it is very easy! :)

On the material panel, info tab there is a save material button. Save the original material (not going to say master, as that's different). Then for each of the fragments individually load this origional material using the load button in the same place. This brings in the material in the same world position as the origional. but it then stays stuck if you animate the objects position - where 'world coordinate' textures slide around.

Cheers

DaveW

Hi Dave,

I haven't had the chance to break up my rock yet, so I tried your suggestion on a simple alternative. I exported and then re-imported an Uber-Shape cube into my project and applied the Fractal Shader to it. Then, I imported another copy of this cube and scaled it to half the dimensions of the first cube. I then made seven copies of this small cube and moved the eight small cubes so that they completely filled the first, big cube. Finally, I performed the "save/load" material procedure that you suggested. This did copy the Fractal Shader onto each of the small cubes but the shader did not have the same scale as it did on the first, big cube. Instead, when the scene was rendered each small cube looked like a small version of the big cube. In other words, I got the same result that I would have if I had applied the Fractal Shader straight from the "Shaders" folder onto each of the eight small cubes.

Did I miss a step in the procedure? Thanks again in advance for your help!

Sincerely,

Joe T

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Ola Joe,

The trick here is:

1) Scale down all Cubes before export

2) Export all “parked” (cleaning transform data and deforms)

3) Re-import again

4) Load Materials

It will works perfectly.

Thanks

Tom

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Ola Joe,

The trick here is:

1) Scale down all Cubes before export

2) Export all “parked†(cleaning transform data and deforms)

3) Re-import again

4) Load Materials

It will works perfectly.

Thanks

Tom

Dear Tomas and Dave,

It worked, and it was as easy as falling off of a log! Thanks again for your help.

Joe T

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Forgive me if I'm misunderstanding this, but you don't need to save the texture, you can do it in Animator:

1. Select the material ball

2. Copy

3. Go to the material of the destination object

4. IMPORTANT: Click the material ball

5. Paste texture

It should be in the same world space.

Best,

Ian

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Hi Loon,

Please make your sample movie a downloadable project :)

I still am struggling with XP and would love to see how you used XP and CreateUV. Thanks.

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