Uber Surface Shader 2 - Blend Mask still appears when transmapped area is transparent

Joe827Joe827 Posts: 229
edited December 1969 in The Commons

Hello. I am attempting to use Uber Surface Shader 2 to simulate dust on clothing. However, the clothing I happen to be using has a transparancy map applied, and when I render, the transparent sections end up showing the effects of the shader - it looks like dust hovering over nothing. Does anyone know how to configure Uber Surface to interract with transparancy maps? Thank you.

-Joe

Comments

  • Joe827Joe827 Posts: 229
    edited December 1969

    I had some free time and rendered an example of what I mean. The first image has a random opacity map with a transparent region on the sleeve. The second image has the shader applied. As you can see, it outlines the geometry of the sleeve even though it is transparent.

    Test05.jpg
    1135 x 913 - 145K
    Test04.jpg
    1135 x 913 - 134K
  • Richard HaseltineRichard Haseltine Posts: 102,344
    edited December 1969

    What are your settings for the surface?

  • Joe827Joe827 Posts: 229
    edited December 1969

    What are your settings for the surface?

    I did my best to filter the list some since it is so long.

    Multiply Specular Through Opactiy: ON
    Anisotropic Active: OFF
    Anisotropic Direction: U
    Ambient Active: OFF
    Opacity Active: ON
    Refraction Active: OFF
    Reflection Active: OFF
    Fresnel Active: OFF
    Velvet Active: OFF
    Subsurface Active: OFF
    Translucency Active: OFF
    Bump2 Active: OFF
    Displacement2 Active: OFF
    Normal2 Active: OFF
    Layer2 Active: ON
    Layer 2 Blend Mode: Mask Blend
    Layer2 Blend Strength: Here is where the "dust" map is applied
    Blend Mask Blur: 0
    Blend Mask Gamma: 1.00
    Blend Mask Contrast: 100
    Invert Blend Mask: OFF
    Map Tiling 2 U/V:1
    Map Tiling Mask U/V: 1
    Diffuse2Active: ON
    Specular2Active: OFF
    Multiply Specular 2 Through Opacity ON
    Anisotropic2 Active: OFF
    Ambient2 Active: OFF
    Reflection2 Active: OFF
    Fresnel2 Active: Off
    Trace Displacements: OFF
    Caset Shadows: ON
    Accept Shadows: ON
    Occlusion: ON
    Fantom: OFF
    Raytrace: ON
    Occlusioin Shading Rate Mode: Global
    Occlusion Shading Rate: 10

  • RenpatsuRenpatsu Posts: 828
    edited September 2013

    Typically I adjust the UberSurface2 surface setting of "Layer2 Blend Mode" to "Multiply" instead of "Blend".

    Post edited by Renpatsu on
  • Joe827Joe827 Posts: 229
    edited December 1969

    Thanks, but I already tried that and it didn't work.

  • RenpatsuRenpatsu Posts: 828
    edited September 2013

    Odd, because exactly that is working for me. See the attached image, which is actually an image of "long jeans" with an opacity map applied to the bottom part. Both surfaces got US2 dirt preset applied and the blend mode changed to "Multiply". I adjusted the "Diffuse Color" to Yellow.

    Screen_Shot_2013-09-06_at_4.58_.33_PM_.png
    535 x 645 - 68K
    US2_Test.jpg
    500 x 707 - 23K
    Post edited by Renpatsu on
  • Joe827Joe827 Posts: 229
    edited December 1969

    Ah. My fault. When I did this the first time, I thought that it had canceled out the dust effect entirely, which is what made me say, "It didn't work." However, when I look more closely, I see that multiply does still produce a very very light dusty effect. Do you know how I can bring it back out more?

    Test04.jpg
    1135 x 913 - 112K
  • RenpatsuRenpatsu Posts: 828
    edited September 2013

    You can adjust the "Blend Mask Gamma" to e.g. 0.5, that should yield more parts of the surface getting dusted. Due to the multiplication that might be needed depending on the look you want to achieve. Also the tiling of the mask may need adjustment to get a perfect look.

    Post edited by Renpatsu on
  • Joe827Joe827 Posts: 229
    edited December 1969

    Will do. Thanks for the advice.

  • Joe827Joe827 Posts: 229
    edited December 1969

    One last question. Is there a way to remove the shader once it is applied?

  • Richard HaseltineRichard Haseltine Posts: 102,344
    edited December 1969

    Apply a material set that uses the default (or whatever you want to use) shader -you can save a preset specially, deselecting all properties but the shader, and make it a custom action for quick access.

Sign In or Register to comment.