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Old 05-03-2003, 04:54 PM   #1
bettery_wn
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Default Can I assign two or more materials to one Nurbs surface?

I wanna assign two projected materials to the different parts of a surface? Can I do this as polygon? Help me please? Thanks.
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Old 05-03-2003, 05:06 PM   #2
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Make the materials in the Hypershade and change the object into face mode, select the parts of the object that you the material assigned to and in the hypershade right click on the material and select "assign to selected"

I hope this works. There maybe other ways, i use this method.

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Old 05-03-2003, 05:16 PM   #3
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I did it but not worked. I first selected the patch of a surface and assigned it a material, then redid the steps to another patch. The scene view is ok. But when I rendered the scene, the oject was still the same state or just one material appeared. Is there anything wrong?
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Old 05-03-2003, 05:19 PM   #4
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Here is the warning:

Warning: nurbsSphereShape1: rendering of per-patch shader assignments not supported for NURBS.
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Old 05-03-2003, 05:31 PM   #5
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from what I've been able to determine, you'd need to use Layered Shaders and/or Layered Textures. I don't work with Nurbs very often, this is one reason why.
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Old 05-03-2003, 05:50 PM   #6
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Thanks for the replies.
I wanta model a jet and assign it with two material(one projected material from the top, and another one from the bottom).
I know if the model is polygon, it will be more easy to texture. But Im familiar with nurbs, so I wanta do it with nurbs.
This means that I maybe only have two ways: either convert the model to polygon or split the surfaces into two parts. What do u guys think?
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Old 23-03-2003, 09:02 AM   #7
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Yup, I'd go ahead and detach the top from the bottom and texture them seperately, easy way to go about it

The hard way is to actually edit the UV's to make the texture match the topology of the jet....not such an easy way

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Old 24-03-2003, 03:02 AM   #8
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Yeah. However, in order to make my model more flexible, I finally choose the layer texture. I use two project texture and one alpha channel in a layer texture to perform the task. And it looks good but I work more.
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