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Hello,
I have the following shading graph :
Mix
|-Color1 ------> Std Material black
|-Color2 ------> Std Material white
|-Amount ------> RGB Tint (map applied on the float parameter)
|Map ---> a shader that outputs a value in its B comp.(of RGB) between 0 and 1
|R ---> black
|G ---> black
|B ---> white
So to sum up, I have a mix texture map to mix 2 materials and I would like to apply another map on the “Amount” parameter.
So I apply a RGB Tint with black everywhere except in the B component as the shader plugged in the map parameter of the RGB tint outputs a value between 0 and 1 in the B
component only.
But it doesn’t work, it seems like the value varies between 0 and 1 instead of varying between O and 100.
Do you something is wrong in this shading graph ? Should I apply a factor 100 somewhere, I didn’t found how to do that with Max.
Thank you.
Regards,
David Lanier
R&D, Plug-ins and shaders development company
http://www.dl3d.com
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You could open the Dope Sheet and replace the Blue channel’s controller with a Point 3 Expression, then use that to scale the value.
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Thanks Eric for your help, I’ll do that !
David Lanier
R&D, Plug-ins and shaders development company
http://www.dl3d.com
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