Quote from: CarbonCopyCat on December 26, 2015, 04:13:46 PMI will try now. Thanks for reply.
Setting the ambient color of your material to black should fix the problem.
_________________________
Nothing changed...
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: CarbonCopyCat on December 26, 2015, 04:13:46 PMI will try now. Thanks for reply.
Setting the ambient color of your material to black should fix the problem.
Quote from: wallworm on November 22, 2015, 11:50:58 AMHello mate. Thanks for reply. I changed the link to filedropper.com . (I don't know your e-mail address) If you prepare about "Render to Texture" with "Complete Map, Diffuse Map, Blend Map" and "Reflection, Opacity" materials in a video, we can learn them. I will watch this video now. I want to be modeller like you. :) Thanks again mate.
The download link for your image goes to a site all in Russian. Since I don't speak Russian, I can't tell what the page is saying, etc... and I'm leery to just click links on web pages. So if you want me to actually look at it, email me the scene.
There are things you must fundamentally understand about materials and textures:
1) There is no 1:1 relationship between a material in Max and Source. WW simply has some rules about what settings in a Standard Material export as specific settings in Source.
2) There is no 1:1 relationship between textures in Max to Source (unless you have WW Pro). With only a couple exceptions, only BITMAP textures export from Max to Source (unless using WW Pro).
For Opacity to work, you need to pipe the same bitmap file from Diffuse slot into the Opacity slot. To make it easier to see in Max, you should copy the diffuse bitmap node in Slate and for the copy change the node's Mono Channel Output to Alpha and pipe it into the opacity slot.
For reflection, just check the Reflection checkbox in the Material's map list.
To get the reflection to be different based on different parts, you need to create a Specular Level bitmap.
Some of these settings may need the latest version of WW (I believe reflection checkbox was broken until recently).
You also need to realize that it's up to you to actually learn how Source handles different maps in a model's shader. For example, when using the diffuse bitmap alpha for transparency, the black:white is reversed from standard alphas. Also, you need to know that you cannot combine a specular mask with a bumpmap at the same time--you instead need to put the specular mask into the alpha of another map (like in the bumpmap). Etc etc. WW can help you get there, but you have to learn all this yourself to know why you get the results you get.
There is a recent video here on how to get your specular mask into your bumpmap. There is a follow-up video on opacity coming soon too.
https://www.youtube.com/watch?v=FLmGURtJ5G8
Quote from: kinggambit on October 22, 2015, 03:46:05 AMThanks but I watched this videos. It's about complex materials (mirror, reflection, opacity etc...) I can make diffuse map, but some maps doesn't work properly.
First, it's important to install WallWorm correctly: https://www.youtube.com/watch?v=Yn7xiiyPSdU
Here is one of the older tutorials for compiling your first model: https://www.youtube.com/watch?v=TEnYtBr-isg
The UI is going to be a bit different but the process is the same.
Quote from: wallworm on May 27, 2015, 09:59:06 AMI don't understand. My materials outputs without reflection and opacity. I want to make static texture with diffuse & opacity & reflection. I clicked "Wall Worm > Wall Worm Materials > Give Obj Mats WW Material". Now, what should we do? Can you show me with images? Thanks.
Materials control the reflections. You need to set up the material correctly for what you want. The best way is to select your model and click Wall Worm > Wall Worm Materials > Give Obj Mats WW Material. Then the material properties include a ton of Source parameters.
The reflection is controlled with the Specular Level normally, but there is also phong reflections.
Quote from: wallworm on June 04, 2015, 12:00:19 PMImage: http://postimg.org/image/ecnjm1stn/
There are several reasons:
1) Make sure $opaque is not on in WWMT
2) Make sure the Material has a bitmap in the Opacity Slot
3) In global settings, turn off the Opacity only if Diffuse if you don't want to force the diffuse/opacity rule.
Quote from: wallworm on June 03, 2015, 02:29:51 PMThanks for your help. I export it as model. But I can't make opacity. I'm making "render to texture" from menu, adding alpha and opacity, but it's opaque in hammer. What should I do? Thanks mate.
I received your file and viewed it.
The issue is simply that several objects have one or both of these problems:
1) Have Concave Elements
2) Have Coplanar Polygons
Any object that has either issue must be exported as a Model instead of a brush. To export as a brush, you must edit the geometry.
I suggest that you download and read Hammered to the Max. I would read it straight through. However, these specific issues are covered in Chapter 7.
Quote from: wallworm on June 03, 2015, 12:57:03 PMI sent you my model with PM. I don't understand what is convex and convex modelling. Can you tell me it? Sorry for my bad English. Thanks.
Well actually Conexity is no longer being developed. You don't need it with Wall Worm.
The notices you see are not dependent on Convexity. And sometimes they are false positives.
Provide more details. Have you made sure that none of the geometry has Coplanar polygons? For example, a cylinder with more than 1 height segments is invalid. Same with a Box primitive--it needs to have the height segments, width segments and length segments all set to 1.