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Author Topic: Problems with color tint by texture  (Read 1386 times)

g_lab

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Problems with color tint by texture
« on: February 05, 2013, 02:42:05 PM »
Hi there,

I'm trying to create a realistic lawn and I'm stuck with the color tint feature.
I'd like to tint the whole lawn ( made of a nested forest object like in your realgrass tutorial) , so there are relatively big patches of different grass colors.
I can tint the grass with the gradient feature but when I tick "Get Color from Map" and "As Texture", the grass is still tinted by the colors of the gradient. (I left the random tint percentage at 100%). When I lower the random tint values to 0, I can't see any color variance.
What am I doing wrong?


iToo

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Re: Problems with color tint by texture
« Reply #1 on: February 05, 2013, 03:34:40 PM »

Is there a map defined in the slot just below "Get Color from Map" ?.

When this option is enabled, Forest gets the tint color from this map, and the UV coordinates from the Surface (there must be one assigned).

Carlos Quintero
iToo Software

g_lab

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Re: Problems with color tint by texture
« Reply #2 on: February 06, 2013, 10:25:08 AM »
Yes, there is a Bitmap defined...
I did some more research and testing and I could solve the problem by putting the same map into the Tint/Override section of the forest color map.
However I'd like to know why it didn't work in the forest object/Material section.

One more question: What is the difference between "as texture on surface" in the forest color map and "as texture/Map channel #" in the object/material?


iToo

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Re: Problems with color tint by texture
« Reply #3 on: February 06, 2013, 12:05:10 PM »

It seems to work fine here, without using Override. What versions of Max, Forest and render engine do you use ? If possible, please send us a test scene.

Quote
One more question: What is the difference between "as texture on surface" in the forest color map and "as texture/Map channel #" in the object/material?

Both work in the same way: one is applied globally to the full Forest object, and other to a specific instance of Forest Color (if Override is on).

Carlos Quintero
iToo Software

JG1281

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Re: Problems with color tint by texture
« Reply #4 on: October 28, 2015, 07:38:35 PM »
Hello,
I was able to put a map for color variations into the "Color tint" section and see the variation according to the map in the point clouds in the viewport. But also no variation visible in the rendering. So I wanted to do the tip of g_lab, to put the map also in the slot under "Forest Color". I was not able to do that, had a lock at this tutorial  (http://www.itoosoft.com/tutorials/tutorial_modernbarn5.php) with no succes to get the Forest Color window. How can I get there.
Thanks in advance

JG1281

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Re: Problems with color tint by texture
« Reply #5 on: October 29, 2015, 08:41:45 AM »
Ok, I found it in the CME when I go to the when I click on an Material in the "Multi/Sub-Object Basic Parameters"-->"General Maps"-->"Diffuse Color"-->"Tint". But changes here had no effect for overall color variation on my preset lawn. I was able to see the changes caused by the Map which I assigned under "Material"-->""Color tint"-->"Get color from Map"-->"As texture". But when I rendered the scene I had no effect. I performed "Optimize Materials"--> "Selected"  once more (did as before too) and after that I saw a slight change in the colors of the lawn in the viewport. And now the rendering had the color variations too. May be, that the "Optimize Materials" has to be performed after the cahnges under "Color tint". Hope this can help others too...

Michal Karmazín

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Re: Problems with color tint by texture
« Reply #6 on: October 29, 2015, 09:24:22 AM »
Hi,

Well, there is no need to perform the Material - Optimize Materials procedure. Might be, you were editing the Forest Color map of the "forest_automat_*" material instead of the Custom Object's material? As you can double check the Material Optimizer with Diffuse Maps - Apply Forest Color selected modifies the "source Custom Object's material".

As mentioned in this "V-Ray Material Override" post:

It is not safe to modify directly the "automaterial", because Forest keeps references to its source materials. Instead you should modify the material linked to item(s) - Custom Object(s) - Material(s). Any changes made this way, will be projected safely to the Forest's "automaterial".

Hope that helps.

Best regards,