Skindigo Blend issue

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Pibuz
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Skindigo Blend issue

Post by Pibuz » Tue Nov 17, 2015 4:10 am

Hi all!

Sorry to bother, I just encountered a strange behaviour, and I don't know if either it's me being misunderstanding something, or it's a SkIndigo little bug.

I have a plain black-white image I use as blend map to blend a glass and a frosted glass
tiny-black-dots-on-white.jpg
5.jpg
I preview the material
6.jpg
I want to make the dots frosted, so I Invert the assignment of A and B materials
7.jpg
I preview the material and I get this
8.jpg
But if I render the SCENE I get this
blend issue.jpg

A workaround for this is to keep the original blending assignment, and to invert the SketchUp texture on the SkIndigo panel: doing so, it all goes fine.

I just wanted to understand.

Thank you!

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Pibuz
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Re: Skindigo Blend issue

Post by Pibuz » Wed Nov 18, 2015 10:20 pm

Did anybody have a look into this?

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Zom-B
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Re: Skindigo Blend issue

Post by Zom-B » Wed Nov 18, 2015 11:23 pm

To me the second preview and the example rendering look like the same material mate!
Pibuz wrote:A workaround for this is to keep the original blending assignment, and to invert the SketchUp texture on the SkIndigo panel: doing so, it all goes fine.
instead of inverting the mask, you can simply set mak ABC to:
A: 0
B: -1
C: 1
This inverts the texture.
polygonmanufaktur.de

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Pibuz
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Re: Skindigo Blend issue

Post by Pibuz » Wed Nov 18, 2015 11:27 pm

Hi Arthur!
No they don't: in fact, in the mat preview the glass comes out transparent (except the dots), while in the rendering the glass comes out black, even if reflective. I posted a fast render, but waiting for a bit more of calculation doesn't solve the image correctly.

Your ABC manual change tip is actually what SkIndigo does when you click on the invert button :)

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bubs
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Re: Skindigo Blend issue

Post by bubs » Thu Nov 19, 2015 12:30 am

struggling to recreate this mate... I tried your map and it seemed to work OK for me...

Have you the 'glass' material set to arch glass? your light penetration makes it look like you do. That definitely make it look different to leaving it as 'real' glass. Also have to applied the blend map to the entire thickness of the glass or just the front face?
Other than that I'm afraid I'm not sure what is going on?
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01.jpg

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Pibuz
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Re: Skindigo Blend issue

Post by Pibuz » Thu Nov 19, 2015 12:58 am

That is odd to me just because I'm NOT using arch glass!

If the "glossyness" map is correct (the dots appear glossy) everything's fine.

If not, there are two ways to fix this:
1. Invert the "glossyness" map (in this case the blend map)
2. exchange the blend materials between them

In theory, this would render the same thing, I suppose. Here, this is not happening.
If I do option 1 ok, if I do option 2 the glass renders good in the preview but something goes wrong in the rendering (the glass comes out black and reflective).

...sorry to bruise you Bubs, hope you can understand what I mean..

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