Hi,
I ran into something that is a bit odd, or a massive pebkac. Still human here..
I have a VRayBlendMtl shader that is hooked up to multiple carpaint shaders, all neatly mixed with masks etc. to split up various parts of a Alembic proxy. Works great.
What I tried to do is set up a small set of float nodes to drive the Flake density, Flake Scale and Flake Size. So you don't have to chance values again for all the shaders with every tweak.
But he moment you set it up like this, the flakes don't render anymore.
I'm running similar setups for bump scale and UV values, and those work just fine.
So the question becomes, can or can't you drive the carpaint flake values via external float nodes?
cheers,
rob
I ran into something that is a bit odd, or a massive pebkac. Still human here..
I have a VRayBlendMtl shader that is hooked up to multiple carpaint shaders, all neatly mixed with masks etc. to split up various parts of a Alembic proxy. Works great.
What I tried to do is set up a small set of float nodes to drive the Flake density, Flake Scale and Flake Size. So you don't have to chance values again for all the shaders with every tweak.
But he moment you set it up like this, the flakes don't render anymore.
I'm running similar setups for bump scale and UV values, and those work just fine.
So the question becomes, can or can't you drive the carpaint flake values via external float nodes?
cheers,
rob
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