Author Topic: How to use multi shader on mograph objects to create variations...  (Read 2063 times)

2020-02-22, 19:38:17

johnnyswedish

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Hi Forum!

I am working on a personal piece and have a trail of stones trailing in and out of some graff lettering using mograph for the stones. I am trying to use the multi shader to create random stone textures on all the stones to make it look more natural. I have created a set of 8 textures with all channels (defuse, spec, normal and displacement). I cant add these textures into the slots in the multi shader, only a image. Should I use the shared material here and if so, how do I set this up? I have included a test render. Also, is there a way to render out DOF as a mask or layer? I use z-depth pass a lot but would like to have a true DOF pass as well as a normal in one render. Many thanks!

2020-02-24, 16:09:30
Reply #1

Beanzvision

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Hi there, You might be able to try and load a Corona Multi shader into the diffuse, reflection, bump, and disp channel, in the multi shader use the "batch load textures" button and add all the diffuse images. Do the same for the reflection, add a multi shader and load all the specular textures, and so on for bump and displacement. I hope I haven't made that too confusing ;)

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2020-02-25, 11:46:45
Reply #2

johnnyswedish

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Hi beanzvision!

BOOOM! Worked a treat, thank you 🙏👍 John.

2020-02-26, 12:24:10
Reply #3

Beanzvision

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Hi beanzvision!

BOOOM! Worked a treat, thank you 🙏👍 John.
Boom indeed, Good work ;)
Bengamin Jerrems:
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