Future Tech Brushes and other Graphics

WarcatWarcat Posts: 112
edited December 1969 in New Users

I am trying to use the Future Tech Brushes to create a glass type display. I have created a graphic in GIMP for instance that is like the image on the right, However, when I try to render I get something like the image on the left. Any suggestions would be appreciated.

I'm using a plane primitive and applying it.

Thanks you!

example.png
987 x 374 - 196K

Comments

  • scorpioscorpio Posts: 8,415
    edited December 1969

    Try using a jpg rather than a png.

  • WarcatWarcat Posts: 112
    edited December 1969

    No dice. That actually IS a jpg. I've tried JPG and PNG. One of my goals is to 'paint' it on the glass of a helmet visor.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Create two maps.

    This image is a diffuse map and a transparency map. This is for DS 4.5 but would work in any version of DS.

    The diffuse is the brushes on a 512 square white background in the color I wanted. Then the transparency was that map, desaturated and inverted so the white became black.

    Then the diffuse map was plugged into the Diffuse and Ambient color. The Transparency map was plugged into the Opacity and the Ambient Strength. Set the values for both Opacity and Ambient Strength to 100% and let the maps control the intensities.

    hudisp.jpg
    400 x 400 - 57K
  • jestmartjestmart Posts: 4,449
    edited December 1969

    You may need to make an Ambient map also. Take the image you have, convert to grayscale, may want to play with lightness and contrast then convert to negative.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    jestmart said:
    You may need to make an Ambient map also. Take the image you have, convert to grayscale, may want to play with lightness and contrast then convert to negative.

    The transparency map doubles quite nicely as the control map for the Ambient strength...the black is off, white full on and any grey will vary the strength. Transparency maps don't have to be black and white...the grey controls the strength, with 128 128 128 being the equivalent as setting Opacity to 50% without a map.

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