Texture Map on RPF Combustion

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  • #201748
    vinfx
    Participant

    Hi anyone pls help me wid this… I am usins Combustion 4 and 3dmax8.
    I want to apply a texture for a 3d object inside combustion. Here are the things i did.

    1. I created a sphere in max and gave an object ID to it.
    2. Exported it in RPF wid the settings below.

    Channels Enabled : Z depth, Mat ID, Object ID,UV Cordinates, Node Render, Trans.

    3. Then imported in combustion and applied a texture map operator in 3dpost filters.
    4. Specify the object ID and whn i apply any footage on the object it appears blank.

    Pls anyone help me wid this…. Thanks in advance

    #215910
    James Jacobs
    Participant

    Your links don’t work as they are linked to your HDD.

    but without looking at your work
    1. have you assigned a bitmap to the sphere in the first place
    as you need to have something to replace.
    So create your sphere assign bitmap in the diffuse slot and set it to material ID 1
    render out a frame.

    in Combustion apply a texture map operator set it to replace material and enter 1 in the slot
    then choose the bitmap you want to reaplce it with

    Did this work?.

    please note that this will also try to replace any reflections in your scene

    #215911
    Igor Selimanovic
    Participant

    thanks jason it worked

    #215909
    xuefeng xu
    Participant

    The way I have handled this in the past is use a fully self illuminated white material (use something like a checker map with both swatches set to white for the diffuse map) or use a Falloff set to shadow/light. Then set the Texture Map operator to Multiply. This will allow your new map to be multiplied by the original white map (multiply any color by white and you get that color back). This also allows you to render shadows and swap out maps and have the shadows applied to the new map. Hope that helps and makes some sense.

    -Eric

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