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- Date: Mon, 20 Oct 1997 15:50:46 -0700
- From: Matt Kropp <cmkropp@HOME.NET>
- Subject: Re: [IML] QUEST: Texture Locking
-
- ----------
- > From: Scott Sutherland
- > Date: Monday, October 20, 1997 8:39 AM
- >
- > In a recent response on the IML, you wrote:
- >
- > >Also, make sure that in the State you set the pictures up in, that the
- Info
- > >settings for that State has "Textures/Brushes" turned on, and that all
- other
- > ^^^^^^^^^^^^^^^^^^
- > >States have "Textures/Brushes" turned off.
- > ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- >
- > Why is this? I thought all states had to have this toggle ON to work.
- > I recently did a cereal box style anthropomorphic animation test using
- > the deform tool (ala M. Halvorsen's SACK) and my brush behaved very
- > oddly except in the (untwisted) home state. Maybe this was my problem.
-
- It's not absolutely necessary since the tacking state has been set to the
- default state.
-
- However, when it is turned on only in the Default state, then all other
- states will inherit the texture settings of the default state. This means
- that when morphing between states, the render engine will just use the
- Default state texture settings instead of trying to morph between supposedly
- identical texture settings in the two states.
-
- There are several advantages to this. First is, less chance for weird
- unpredictable things happening. Second is, the render engine has one less
- thing to do. Third, the memory and disk space size of your object will be
- smaller since it won't be storing redundant information.
-
- ----------------------------------
-
- Date: Fri, 2 Jan 1998 23:01:58 -0800
- From: Clae & Deborah Tanett <cd@ACCUTEK.COM>
- Subject: Re: [IML] QUEST: subgroups + texturing
-
- -----Original Message-----
- From: Rhithyn Yr Arth <rhithyn@SPOTS.AB.CA>
- Date: Friday, January 02, 1998 4:53 PM
- Subject: Re: [IML] QUEST: subgroups + texturing
-
-
- >On Fri, 2 Jan 1998 20:55:45 +0000, George Cole wrote:
- >> I have some text and I want to hav the front faces at full brightness
- >> while all the other faces have no brightness. I made the front faces
- >> into a subgroup as I remeber some-one suggested for a similar problem
- >> about 6 months ago. I then clicked Attributes but some options were
- >> greyed out. Brightness was one of them. I'm using IMD 4. Could some-one
- >> please help me.
- >> Thanks,
- >> George Cole
- >
- >If you are changing attributes on subgroups other than
- >color/reflect/filter or applying a texture/brushmap to it, you must
- >separate them into new objects grouped with the other objects. One
- >option for handling brightness is there may be a texture available to
- >do it for you, and you just lock to the subgroup of faces you want
- >affected.
- >
- >rhithyn
-
-
-
- Hi George
-
- Actually there is another way while leaving the subgroup part of the object
- and it's easy to do.
-
- If I remember you're using IFA (5.0 I believe - 4.0 does same)
-
- In a paint program make a white square (any size - small is ok)
-
- F7 to open attributes
- select new in textures/brushes
- choose Brush...
- choose your brush
- select the subgroup
- NOW... down in the Imagine Brush Mapping Info requester in the Use Red
- Channel as: section you'll see
- Altitude, Shiny, Hardness, 'Bright'<this is the one you use, Roughness, R.
- Index, Fog: (two boxes)
-
- Choosing 'Bright' has the same effect as Brightness on the Attributes
- requester. If you make a brush with a grey value of 127 and use that it's
- the same as setting the Brightness at 127.
-
- This has an advantage in that if you want to apply squares all over an
- object with different Brightness values you can use an iff and use the
- Bright in the Brush requester.
-
- This can be done in IFW also. It's found under the mapping/brush/properties.
-
- On some one piece space ship I make I'll use this trick to make a subgroup
- bright while leaving the rest norm.
-
- ----------------------------------
-
-