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| Is it possible to stack a png texture over another texture ?
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Hi everyone, here is my first post…
I want to stack sticker on a bottle so that i have a bottle made of glass and a aper sticker on it. Since the shape of my sticker is not square, i want to use an alpha on the sticker so that it will be transparent where it should. I made my sticker in photoshop and saved it as a png.
Here is the deal, in material editor i use composite map so that my main texture would be glass and my sticker texture would be composited over… I deactivated tiling so that i will only see one sticker.. Everything looks ok in the view port, i see both textures on my object but when i render it… the glass texture is not showing and there is a gray texture over it. It seems that the png desnt allow tho show another texture below…
So how can i do ? use a psd file?, is composite texture de best choice ?
And this would be the same if i wanted tu put the texture of a grafitti on a wall already textured with bricks.
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Just search the forums for “graffiti” or “decal” - several threads explaining how to do this (graffiti on a wall). A couple (at least) of the tutorials which ship with Max cover it as well.
Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.
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Yes, i saw those after...tanx for the tip!
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I always use the blend material. This allows you to use a base color (bottle glass) and then your decal in the next slot, and then a mask (your decal, but just in black and white where the white areas of the mask is what you want to show of the decal and the black areas will be transparent).
Let me know if you want me to post some pics to show you in more detail, its real easy once you do it once.
"If I see that damn teapot one more time....”
3ds Max 6.5 - Max 2012
Windows 7 Intel Core 2 Quad Q9400 2.13 GHZ
64-Bit, 8 GB RAM
Video Card: Galaxy GeForce 210 (Nvidia)
My Website: http://drmoore3d.com
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You can also use the composite map or material.
- Neilf
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I’m having the same problem, and I question the suggestions already given here. Using Composite or Blend types, I believe the “Decal” image needs to cover the entire size of the UV, which seems strange. It seems as though the bitmap for the “Decal” shouldn’t have to be any larger than the decal itself and not need large areas of transparent space around it.
I’m trying to accomplish this by using Multi-SubObject and using two UV’s, but I’m having trouble getting the “Decal” UV to work correctly. My test is simply creating an 8-Ball using a black Standard material on one Map ID, and the white circle and number “8” on another Map ID. I can get the decal to show up on the polys with the second Map ID, but not without distortion. I’ve applied two UVs, both spherical, to the two sets of faces, but I just can’t seem to get the decal to go on without distorting.
Could anyone point to a good tutorial on this? The one that ships with Max 9 (the wine bottle) tells you to map the label to the cylindrical bottle using a PLANAR UV!! That looks terrible, as it stretches the label at the edges.
There’s *GOT* to be a way to do this properly. Heck, I could do it in trueSpace back in 1999 with ease!
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This is how I applied a decal to a helmet. This is what your trying to do right? But with a glass bottle. If you want to know how to do it my way and probably the easiest, let me know.
"If I see that damn teapot one more time....”
3ds Max 6.5 - Max 2012
Windows 7 Intel Core 2 Quad Q9400 2.13 GHZ
64-Bit, 8 GB RAM
Video Card: Galaxy GeForce 210 (Nvidia)
My Website: http://drmoore3d.com
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skwerm The decal definitely does not need to cover the entire UV space of the object. When you first apply it it probably will but you just need to change the tiling and offset values of the bitmap in the material editor. to do this just turn off the tile checkboxes and then increase the tile values. This will shrink you decal in relation to the uv space of the model. As far as planar mapping yes that may look bad considering the circumstance but all you need to do is substitute the planar mapping with any form of mapping that works for you current model. In the wine bottle example I might use cylindrical mapping. In a more complex example I would use my own custom unwrapped mapping.
Shawn Hendriks
Technical Marketing and Video Production Sr. Manager
Autodesk Media and Entertainment
My AREA Blog
My twitter feed
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One of our Demo artists here did a tip video on exactly this. You can find it here…
http://louismarcoux.com/Videos/MultiLayerTexture_1.wmv
Shawn Hendriks
Technical Marketing and Video Production Sr. Manager
Autodesk Media and Entertainment
My AREA Blog
My twitter feed
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Damn, helluva lost easier than using a blend. Ill use composite from now on.
"If I see that damn teapot one more time....”
3ds Max 6.5 - Max 2012
Windows 7 Intel Core 2 Quad Q9400 2.13 GHZ
64-Bit, 8 GB RAM
Video Card: Galaxy GeForce 210 (Nvidia)
My Website: http://drmoore3d.com
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