Showing posts with label texture. Show all posts
Showing posts with label texture. Show all posts
Wednesday, August 27, 2008
Friday, October 12, 2007
Texture Layering Bug
When using multiple texture layers, like the example above which has a shadow in shader.textureList[2], modifications to the scene can cause the model to flash.
The fix, shown at right, is to avoid texture layer #1. For example, use layers 2 and 3 instead, by starting off by moving texture layer 1 to layer 2.
Don't know why this works, but it does.
Wednesday, October 10, 2007
Decals
To get a non-repeating graphic (w/ alpha) on top of a tiled (repeating) graphic:
- Export model from 3dsmax that has the repeating texture (map) in a shader (material).
- Create a 32-bit alpha .png of the decal image.
- In Director, take the wall shader and add the decal texture as shader texture layer #2
- Set the decal shader layer to non-repeating
- Set the scale and position values for the decal layer until it's at the desired size and position.
tMbr3d = member( "DecalOnWall" )
tTexture = tMbr3d.newTexture( "hand", #fromCastMember, member( "hand_decal" ) )
tShader.textureList[2] = tTexture
tShader.blendFunctionList[2] = #blend
tShader.blendSourceList[2] = #alpha
tShader.textureTransformList[2].position = vector( 1.6, 0.3, 0.0 )
tShader.textureTransformList[2].scale = vector( 0.7, 0.5, 1.0 )
tShader.textureRepeatList[2] = false
Thursday, September 27, 2007
Light Map
The problem with director lighting is that it goes right through things. You can add a second texture layer that has bright and dark spots generated from a top-view render from 3dsmax. Usually we use this to add shadows so it's really more often a darkmap than a lightmap. (But everyone knows it as a "lightmap").
Note that the light/dark map image is grayscale (not black with alpha areas).
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