I tried other blending modes and the results are okayish but I still feel there is maybe a better way. modify sharing between instances of per-instance color sets - query the current color set. ![]() ![]() set the current color set to a pre-existing color set. When rendering at this stage, all the spheres have the same color, independently. Assign a material to the spheres, such as a simple lambert material (to make the result independent from the lights in your scene, use in all the methods a surface shader). Since I still need the value of the colors I pick, Color blending mode is not an option as it would in step 2. Command to do the following to color sets: - delete an existing color set. Create some spheres, and post them on different distances from the camera. So by map hi and low gray scale value that portion of the map is sent to. I take the grayscale image from step one and use layer blending modes to get the color on top (or behind) basically using the grayscale image (since it as no values for local colors) as a pure shadow/light map. Btw, do you know that same FumeFX cache can be loaded in FumeFX for Maya. texturemap : standard color or grayscale image shadowmap : Pixars shadowmap. When queried, this returns the current color set. An RGB color, colors are edited using Slims Color Editor, which is raised. This does require that a colorSet with the specified name exist. So know I go to step 3 directly, the coloring. This flag when used will set the current color set that the object needs to work on, to be the color set corresponding to the name specified with the colorSet flag. But as mentioned I’m very bad ad guessing the value of colors so I usually was (negatively) surprised by the outcome and hat to do so much adjustment I basically had to repaint everything. When doing this second step, adding color was of course pretty easy because then I only had to ad a color layer set to Color blending mode. Nowadays I skip it completely because of the fact that I most of the time, decide for the colors of things as I go and that I am very bad at guessing what colors have which values. One basic approach I've seen suggested is to assign a material to the terrain and associate a. My problem is that I don't know how to export a high quality heightmap from Maya. This was usually the part where I also gave things materials like when things shine or reflect a lot. Unity can import a 'heightmap' in the form of a grayscale image in the brightness of a particular pixel represents the height of the terrain at that particular point.
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