I want to apply a map ‘decal’ of this Volvo logo onto this test surface. My settings are the same as lychar’s shown above and I get this?? This should be a high gloss red sphere??! (with blue Volvo logo?)
I cannot help feeling that its got something to do with the import file type?? I’ve tried PNG (with transparent background)?? Am I right in thinking that the bitmap ONLY goes in the ‘diffuse’ colour map slot?? (no where eles?)
VfR dosn’t support integrated alpha maps yet. I don’t know why. But you can use a separate alpha map at the transparency map option of the diffuse layer.
Do you mean import an identical image to the one in the ‘diffuse map slot’ but just black and white image and place it into the ‘transparency slot’ of the diffuse layer? - I’ve tried this and it doesn’t seem to work?
I’ve even played around with the ‘transparency slot’ colour (black, white and grays) with no joy!?
All that seems to happen is that the sphere becomes transparent and leaves the Volvo logo floating in air?
Any chance you could explain further?? I’m sure this is a problem many are facing? :roll:
… ahh, if you use a transparency for your diffuse decal layer, than you should use a second diffuse layer for the base material of the sphere. The transparent sphere is right, you have forget the sphere material behind.
Hi Micha
Many thanks for helping (yet again ) but I’ve tried many different ways and still no luck!!
Any chance you could do a screen capture of settings - also showing which bitmaps are going into which slot??? - I know it’s asking alot, but this seems to be my Nemesis!!
… here a screen shot. In the reflection map I have used “fresnel”. At the diffuse map the texture and at the transparency map I have used the shown alpha map. Attention: my map is an alpha map and not a transparency map → so I have invert it per texture option.
Copied your steps exactly and still no joy??! Here’s my settings and the results of the render.
I’ve created a new scene with a test sphere and applied a simple jpeg into the diffuse map section. - Then rendered.
Second applied a simple ‘black and white’ jpeg into the transparency map section of the diffuse layer. - Then rendered.
Then created a second diffuse layer and added a bright red colour. - Then rendered.
It seems that the second diffuse colour (red) is being ‘over powered’ by the original diffuse map??? - I don’t understand how that can happen if it is ‘transparent’?
I’ve tried playing with all the settings but with no joy - Any help would be most appreciated?!
… try to disable indirect illumination and enable “default light”. Does it work? If yes, I have the feeling there is a problem with the GI. I have tested a red sphere with a green decal. Without GI it is good, but in GI mode, I get a bright green on a yellow sphere. I post a test file to Corey.
Yep it worked when I disabled GI!? I’m glad to hear its no me? - but Very sad that it doesn’t work? - I really hope this can be fixed in the next release as I will need this feature all the time??!
Will have to find a work around in the mean time?!