Hi AA
I've run out of ideas, so hoping someone can help.
I have a texture that is 'multiplying' itself on the background to pickup the shadows etc, using a Layer RGBA note.
So within the texture I have two 'images' one is the background set as input 1 and the desired image overlay (multiplied) as input 2.
The background (input1) needs to be Camera Mapped, but the image overlay (input2) needs to be UVW mapped.
I've tried making UWV sets and dragging them into the UV Coordinated section within the Arnold Material, but it doesn't work?
Any pointers or easier way to achieve this same effect?
The Arnold image node lets you enter the name of a UV set, did you try that?
I did.. unless a UV set is different from a UV Tag?
In which case maybe i don't know how make a UV Set?
The image node has UV Coordinates tab.
In the UV Set text box, enter the name of a UV tag.
Some progress.. I have the Uv sets loaded in, but it is giving me odd results. I've managed to get it looking almost right, but now i need to rotate the image but the UV_transform Arnold node isn't having an effect?
Any pointers?
thanks for all your help on this
Ok i got it. don't get how Uv-transform is meant to work, and the uv sets seems a little confusing, but starting from scratch sorted it as you described. Thanks again
Instead of making UVW tags, you can connect the camera_projection shader after the background image.
I don't quite follow Peter sorry. Are you saying there is a way to have the two materials still multiply together without have to mess around with the UV's?
If I understand correctly, you need to mix two textures, one with camera projection and the other with UVW projection. You can do it without UV sets, like this:
@Peter Horvath - Brilliant.
Thanks, this is more my language, never got very deep into UVs
@Stephen Blair - thanks to you too. I've got that in my back pocket for the next challenge
Alex