Stacking multiple Image Projections on Cloud?

Started by ackdoh, February 12, 2020, 07:56:01 PM

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ackdoh

I'm trying to get the end result of multiple image map projections onto an easy cloud (one image map projection multiplying with the other). A single one works very well, but the second ones seems to override the first one. Here's the setup screenshots using a Top orthographic cam and a front ortho cam for the other projection. The view is from the top on both images. Is this possible or is there a workaround?

proj1.jpg

proj2.jpg
Senior Cinematic Artist
DMP/Lighting/Compositing
http://davidluong.net

WAS

Image maps have no opacity so they are essentially just overriding the last so long as it covers it's areas. Perhaps you could try using the Multiply Colour or Add Colour functions. You could also put the image maps into a child input and use coverage, or mask with a constant color. or mix function (or merge shader).

Dune

Blue node multiply scalar or multiply color should work.

ackdoh

Thanks @WAS and @Dune , putting the image map shaders on either inputs for a Multiply Scalar or Multiply Colour both worked here! Putting it into the Mask Shader (BETA) works just as intended, solved!

Also, it seems both node descriptions are exactly the same:

"Node Description & Purpose:

The Multiply family of nodes allow you to multiply the colour/scalar/vector coming into the Input by the color/scalar/vector coming into Input 2. The multiplication is component-wise, for example with a colour"

Maybe one can be deprecated?
Senior Cinematic Artist
DMP/Lighting/Compositing
http://davidluong.net

WAS

Quote from: ackdoh on February 13, 2020, 02:23:54 PMThanks @WAS and @Dune , putting the image map shaders on either inputs for a Multiply Scalar or Multiply Colour both worked here! Putting it into the Mask Shader (BETA) works just as intended, solved!

Also, it seems both node descriptions are exactly the same:

"Node Description & Purpose:

The Multiply family of nodes allow you to multiply the colour/scalar/vector coming into the Input by the color/scalar/vector coming into Input 2. The multiplication is component-wise, for example with a colour"

Maybe one can be deprecated?

I guess the difference would be that Scalar information would not contain colour data, so it will render things grayscale. Vectors channels are each in RGB, but can be converted to simple Scalar, but also would lose colour data. the Multiply Colour allows you to use colour input, and actually multiplies the main and input colours.