Hi guys!
I´m having an issue with this particular shader.
I've modified it to have the option to load vertex alpha and vertex color within the fbx imported. But whenever I check the option 'TRUE' the mesh looks all like plastic, or metallic. I'm not very sure why, I have looked a lot of places and options but can't really find the issue anywhere else, I'm not even sure how to look for the problem.
Hope you guys can see where I'm going wrong with this. Basically I'm new to moving nodes in the shader, I'm just applying logic in here.
So, here are some example images:
Mesh WITH VERTEX COLOR OFF:
http://imgur.com/ZPPhsVr Material WITH VERTEX COLOR OFF:
http://imgur.com/nzUxptr Nodes:
http://imgur.com/GesgS5V Material WITH VERTEX COLOR ON:
http://imgur.com/vzZcNcT UGLY RESULT:
http://imgur.com/6XT3pB0 UGLY RESULT CLOSE UP:
http://imgur.com/K9zKJ0o Thanks for your time guys!
Replies
However, when you are interpolating between the two maps via vertex alpha, you're not using a 1 minus. If you've set these up to be glossy maps, where white is shiny and black is not, then you'll be getting what you're seeing here, since roughness is the opposite scale.
Also: Fyi the way you have it now you'll always be multiplying your vertex colors on the entire object if you have vertex color as true. Since you have the LERP there between 2 textures I'm guessing you want to preserve the uncolored texture in areas without the alpha.
Thanks!