Thread: Painting in 301
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Old 24th October 2007, 06:25   #26 (permalink)
jbshorty
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Quote:
Originally Posted by sailor-ed View Post
shorty,

I'm confused. There must be something in the shader tree...a material...an item mask... an image layer? I know I won't see the uv's there but what does the material assignment look like?
Modo's shader tree might look something like this picture. Here you see there is one item mask for the flower including all parts of the mesh. There are 3 image maps, plus one instance clone for each of them. Each map is feeding the diffuse color, and each clone is feeding the subsurface color. The 3 maps (and their clones) are feeding color data to seperate UV maps (# 1, 2, and 3 respectively). So you don't need any layer mask or group mask because the data is feeding only to those polygons within each of the seperate UVs. The UV map is acting as a kind of mask. In addition you could have any # of bump maps or additional color maps feeding into the seperate UV maps without using any mask layers. Multiple UV maps can be used in this way to reduce a complicated shader tree... Here is also a node-style diagram to explain the logical order of things...

shorty
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