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Old 24-03-2011, 09:59 PM   #1
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Join Date: Mar 2011
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Default Applying to materials to a car?

For my school semester, I have to create and realise a postapocalyptic car. Now I want to apply two materials to it: A blinn for the shiny metallic colour of the car, and a texture of some moss and dirt on top.
The problem is, that if I place the texture on the "color" attribute of the Blinn, it removes the Blinn and replaces it with the transparant Dirt and Moss.

I tried to use a Blinn and add the texture to the Defuse attribute, but then the moss/dirt is shiny as well and seems to be painted on the car. I need the texture not reflecting, it must look like it's "burned" intro the car. I can use "CrazyBump" for specular maps and hightmaps.

Is it possible to apply 2 materials to 1 mesh?


PS: Sorry for my bad english, it is not my native language.
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Old 25-03-2011, 10:48 AM   #2
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Location: London
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Yes but there is no need and it will make blending the two harder.

The reason you would get transparency by applying something to your colour is because you must have an alpha channel in your texture, maya is assuming you want to use this as a transparency map and automatically linking the alpha to trans.

You can correct this by using the connection editor.

In terms of making your moss not shiny you simply need to add a specular color map which is one colour to describe the spec of the main body and then paint the areas where the dirt / moss is black.

Specular is a multiplier for your reflectivity too, so if your reflectivity for the main body is 0.5 meaning half but your specular is 0 you will get 0.5 * 0 = 0 reflectivity.

Do some tests throwing some fractals on a sphere then drag around the gain to see what effect the attributes have.

FX supervisor - double negative
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Old 11-05-2011, 12:28 PM   #3
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Thank you for your quick reply, you helped me out!
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