This might be a long shot but, has anyone come accross a good video tutorial showing a way to assign materials to verts for vertex blending in Softimage XSI?
Thats the way i've always done it. Is there a way to take a blend map into account with vertex colours by this method? Like the stuff in the Uncharted 2 thread?
I think so. I tried using "mix 8 color" node and it seemed to open up more weight map options. Uncharted uses the RGBA inputs but "mix 8 color" has more.
New here and caught this thread. This is actually something I've been showing to students for some time. One thing I wanted to suggest though is to use the newer Texture Layer editor to layer shaders together. The reason is that the mix 2 and mix 8 color nodes do not correctly pass channel information into the material node, so if you do any channel rendering you will get the wrong results from your diffuse, reflect, spec and so on.
I've done a little setup to show how I would connect it up with layers.
Hey Jesse, could you possibly post a link to the DotXSI file of the above mentioned set up? I'd love to study it in conjunction with your notes above. I tried recreating this and i feel like i missing something.
One more question, is Vertex alpha possible? For Example, I want to skirt a mesh along a wall and floor juncture. The skirt is basically used as a decal but the outer verts blend out to zero alpha.
What about trying to plug another color_map_lookup in the phong/blinns transparency, then add a vertex paint property to that and paint the alpha blend on that?
Replies
Get>Propert>Color At Vertices Map
Ctrl+W for paint options (color, opacity, etc)
Shift+W to paint
You might also be looking for something like this:
http://community.softimage.com/tutorials/texture_painting_with_autodesk_softimage_part_2
Thanks crvrid
I've done a little setup to show how I would connect it up with layers.
Heres something similar that Noesis made that follows some of the same steps.
On a second note, where has the 'Vertex_RGBA' node gone in 2011, have they renamed it to something else, because i cant seem to find it.
This possibly in XSI?