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Newbie question on polygons
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  • Total Posts: 15
  • Joined: 25 April 2011 09:08 AM

Hi forgive my stupidity on this one.

I have figured out how to invert the normals of a polygon but can any tell me the steps required to have independant textures on both sides of the same polygon?

i have looked through several tut’s and videos and cant find anything.

i know its going to be something really simple that i missed but any help would be appreciated.

thanks in advance



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  • ace63
  • Posted: 25 April 2011 08:06 AM

When you are using mental ray, you need the front-back shader



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thanks for the reply but could you elaborate on the answer please?

i am very new to the application and dont know how to set the item you mention ?

i am only at the stage of trying to get a texture on the inside and outside of a polymesh.

would changing the renderer settings affect how i can texture on the screen or only the finished render.?

thanks



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  • Cryrid
  • Posted: 25 April 2011 10:44 AM

deviousdexter 25 April 2011 03:20 PM

thanks for the reply but could you elaborate on the answer please?

i am very new to the application and dont know how to set the item you mention ?

i am only at the stage of trying to get a texture on the inside and outside of a polymesh.

would changing the renderer settings affect how i can texture on the screen or only the finished render.?

thanks

In the render tree you can find it under Nodes:Switch:Front-Back.

By default it’ll only show the last texture you applied on both sides in the OGL viewport. If you need to see the other texture for the sake of a preview, you can just temporarily unplug the other texture’s node.



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thanks cryrid - i think i have got it to do what i want - a quick render now shows the two textures. Is there no way to get them both to show on screen ?
for example if i render a cube, cut a hole in it and apply two textures, is it possible to then ‘walkthrough’ the cube and see the textures in the editor ?

sorry but i have only been looking at this app for a few days during my spare time at the moment to see if i can get to grips with it.

Author: deviousdexter

Replied: 26 April 2011 08:58 AM  
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  • Cryrid
  • Posted: 26 April 2011 10:36 AM

If you want a preview in the viewport as well, you could create a simple realtime shader. Basically just two sets of ‘Draw->Shade->Texture’. The first culls the back faces, the second pass culls the front faces while using a different texture. Be sure to switch the viewport over to realtime OGL as well.



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thanks again Cryrid, i will take alook at this but to be honest it already looks to advanced for the stage that i am at. I wil try to see what i can make of it from your attachment which helped a great deal using your last one.

Im still ploughing through the different elements of this app to see what it can do before i start modellling and doing things the hardway out of ignorance. It may be a while before i do anyting constructive ( i dont like to use things i dont understand :) )

thank you for your patience and clear descriptions, it has helped considerably.

[EDIT]

i have followed your attachment image the best i can but i still only get one set of testures showing in the viewport (sorry i cant see how to attach my screenshot) :(

Author: deviousdexter

Replied: 27 April 2011 10:09 AM  
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heres my render tree, if you can see any issues :)



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Just make sure the two OGL13Draw nodes are set up to cull the different sides of the face (one culls the frontfaces, the other culls the backfaces), and that the viewport display mode is set to Realtime/ OpenGL

Author: Cryrid

Replied: 28 April 2011 02:32 PM  
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GREAT! thanks a lot Cryrid!

This is exactly what i was trying to do.

Is there anyway to create a preset of this so i can just create a new object and have it inherit these properties to save going through that for everyone ?

Or any other way of achieving this more quickly ?

thanks



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Several options pop into my mind.

i. You could put the material on a basic object like a cube, and export it as a model (.emdl). Then whenever you load that model into a scene, it’s material would be imported as well.

ii. You could save the material as a preset. Just select the material in the explorer, and open it’s properties window. At the top of the window there will be a small icon of a folder; you can use this to load and save presets.

iii. You could create a shader compound by selecting the nodes you want in the Render Tree, and using the Compounds menu to export/import. You can use this to export the entire material setup if you want, or break it into smaller components (I use the ogldraw/oglshade/ogltexture setup a lot, so I had that saved to an individual compound to make it quicker).

Author: Cryrid

Replied: 29 April 2011 10:29 AM  
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i will give some of these a try.
thank you for some excellent advice and invaluable help.
Your time to reply is appreciated.
Thanks again.



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