Quick question. I've got an Albedo Base Map that I give DDO with the input maps, but I'm not sure how to tell DDO to use it and take the base colors from it for all the materials that I create. Is there a way to do that? Cheers guys!
If i understand you correctly you should be able to just turn albedo of for all the materials you create, just set opacity to 0% in the albedo map. Is that what you´re after?
Not exactly. I'd like for example, if I select a Blue Plastic shader in the material library, that instead of the base color in the first layer of the smart shader (here a Blue Solid Color layer), it would pick the color from my base Albedo Map. I could just turn this first layer off like you said, but let's say I've got 2 plastic objects, with the same shader, but just a different color, I would have to either have 2 shaders, or create 2 base colors for this shader, and picking the color from the albedo base as a mask. I could do that actually, but it would be amazing if it was actually using the Albedo Base Map. I'll do it like you said for now Thanks!
EDIT: I just think it's a shame of losing the material details contribution in the diffuse by turning the Opacity to 0. That's all!
Hugo its a very good ide! I talked to Teddy about this and he has actually though about something similar! I cant promise anything but you know the idea is being kicked around at the office
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EDIT: I just think it's a shame of losing the material details contribution in the diffuse by turning the Opacity to 0. That's all!