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PostPosted: Sat Jun 16, 2007 2:19 am 

Joined: Tue Aug 30, 2005 3:19 am
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Say I have glossy rough plastic chipping away to reveal aluminum.

I need how many weight maps? Three?

One 80% white with black holes for the rough plastic
One 20% white with black holes for the clear glossy part

...and one black with white holes for the aluminum?

--

Do I understand correctly? That's a lot of memory for 3 nearly identical maps.


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PostPosted: Sat Jun 16, 2007 2:23 am 
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you need only two, because the 80% is just the 20% inverted...


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PostPosted: Sat Jun 16, 2007 2:26 am 

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Material A has two layers, an 80 and a 20

Material B has one layer.

I want to see Material B through the holes in Material A


----

so I want to end up with a 3 layer material


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PostPosted: Sat Jun 16, 2007 2:29 am 
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hmmm... if you post some kind of a sample image it's a bit easier to understand what you are after and how to acheive it.


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PostPosted: Sat Jun 16, 2007 3:58 am 

Joined: Tue Aug 30, 2005 3:19 am
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Image

See how the yellow paint rim has worn away to reveal aluminum underneath?

What if the yellow material had an 80% yellow paint layer and a 20% additive shiny highlight layer and both needed to wear away to reveal metal?


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PostPosted: Sat Jun 16, 2007 4:03 pm 
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jfrancis wrote:
I need how many weight maps? Three?

One 80% white with black holes for the rough plastic
One 20% white with black holes for the clear glossy part

...and one black with white holes for the aluminum?


Ok, I understand better now - Your first post is correct. It looks like you have three material definitions:
1) glossy surface
2) rough surface
3) aluminium

You need one weightmap for each type of surface.

I learned a lot about weightmaps by studying this example: http://www.maxwellrender.com/forum/viewtopic.php?t=21018


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PostPosted: Sat Jun 16, 2007 5:33 pm 

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thank you


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