De-Linking Opacity Layer and UV Tiling (Surface Editor)

CostelloCostello Posts: 97
edited July 2013 in Daz Studio Discussion

I have been having problems using alpha maps in the Surface Editor.

Unfortunately when I use an alpha map in the Opacity Layer (placed in the Opacity Strength channel).

For this example I am placing an oval alpha on a textured sphere (Glitter Paint from the Supersuit textures).

Please see below three images...

1) Alpha Map oval placed in Opacity Strength Channel.

2) When I initially place the alpha image it automatically tiles at 4.00 x 4.00. This means that the single oval repeats (which is not what I want). The texture, however, looks good. Please note the fine grain on the texture when spot rendered.

3) When I change the tiling to 1.00 x 1.00 I get the oval does not repeat (good) but the texture distorts somewhat (note that the texture grains become blurred when rendered).

The question is: How do I reduce the tiling without distorting the texture? Thanks for your assistance.

1_x_1_Tiling.jpg
1140 x 707 - 178K
4_x_4_Tiling.jpg
1131 x 733 - 150K
Opacity.png
469 x 445 - 50K
Post edited by Costello on

Comments

  • BejaymacBejaymac Posts: 1,886
    edited December 1969

    Basically you can't, the problem is that your using a 3rd party shader, and your stuck with the options the shaders creator has hard coded into the .SDL file.

  • CostelloCostello Posts: 97
    edited December 1969

    Well, that sucks. At least I know to stop banging my head against the wall. Thanks for the info.

  • Richard HaseltineRichard Haseltine Posts: 100,785
    edited December 1969

    You could set up your own shader, in Shader Mixer or Shader Builder. Then it would simply be amtter of feeding the raw U and V to the opacity image, or of using a different Tiler brick for it - if you pull in a tiled surface set up using the default DAZ Shader you will see how to set it up.

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