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Layered shaders?
Posted: 17 May 2008 06:24 PM   [ Ignore ]  
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I’m trying to do mock up of product packaging. It’s plastic with two color printing on the bottle—matte black and a metal foil. How would I do this in EI 7?  Does it have layered shaders?

The only other way I can think of doing it is to have one invisible bottle with the metallic ink on top of an opaque bottle with the black ink.  But of course, now I’ve doubled my geometry and number of objects to keep track of.

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Posted: 18 May 2008 05:11 AM   [ Ignore ]   [ # 1 ]  
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All i can think of is going back to your modeling software and separate the plastic and the metallic bottle that way you dont have to duplicate geometries.That i know there is no Layer Shaders like in Maya.

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Posted: 18 May 2008 05:17 AM   [ Ignore ]   [ # 2 ]  
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Navstar - 17 May 2008 06:24 PM

The only other way I can think of doing it is to have one invisible bottle with the metallic ink on top of an opaque bottle with the black ink.  But of course, now I’ve doubled my geometry and number of objects to keep track of.

I´ve tried that a while ago with “clip maps”, a positive and a negative one, but couldn´t figure out the proper settings, when one object lies on top of the other. So that the clip maps not cancels out each other…

Regards
Stefan

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Posted: 19 May 2008 04:20 PM   [ Ignore ]   [ # 3 ]  
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Here’s what I’m going after.  Is this impossible to do on one surface? (I know could do this in a snap with C4D)

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Posted: 19 May 2008 08:25 PM   [ Ignore ]   [ # 4 ]  
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Is this what you are after?
i tried one surface only with no success i had to divide my surface in C4D the outer and inner glass.In order to map the different textures the trick is in the alpha channel(transparency in EI) of the texture you want to apply the highlight to or several other effects.
Let me know what solution did you were able to find since i am using the EI demo version.
But i tried the same thing in C4D and it was a joyride.I guess it is just different work flow but once you get used to the EI methodology you will be save.
Another thing is that you will have to move all the channels where the transparency and and aspecular haas been applied to , is not like c4d where is a different shader for every texture for the tyoe of effect you want but i am sure somebody has a better advice.

Peace Out

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Posted: 20 May 2008 07:28 AM   [ Ignore ]   [ # 5 ]  
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The only solution I’ve found is to duplicate my object three times and use transparency maps to control visibility of each “ink” layer.  So I have a base plastic with no texture, a duplicate object with the metallic layer and another duplicate for the matte black layer. The Metallic object is scaled at 1.0001 and the black layer object is scaled to 1.002 so the layering order is correct.

A real hassle, to be sure.

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Posted: 20 May 2008 08:25 AM   [ Ignore ]   [ # 6 ]  
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Well if someone hasn’t answer your mail other than me than that is the only way to do it, horrible nightmare. But i will recommend next time to attach an example of the model you wish to texture that way people can help you a bit better because i dont see the reason why not just keeping the whole label in one texture controlled by the transparency channel and specular on the metallic otherwise divide your model in your modeling software or just get OBJ2FACT if you are using C4D than Bake your texture and bring it in.I haven’t try with this precise example i just heard in other thread.

But i cant believe there ias no other method. Well just a different work flow.

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Posted: 21 May 2008 11:13 AM   [ Ignore ]   [ # 7 ]  
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I don’t see why this cannot be achieved by stacking diffuse shaders and using image maps with alphas for the matte text. I don’t think you should have to duplicate geometry, but if that worked for you, then go with it. 

Ryan

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