Mix2colors tutorial |
Understanding Mix2colors Sometimes, while using a software,
we might perform some usual tasks,
because we know they will give us the expected result,
although we do not always understand how they work. |
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Target This tutorial shows how to superpose 2 images while keeping them opaque. |
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The result we want to get is the superposition of the two pictures as a texture on an object. The two picture have to stay opaque (in Photoshop, it would be two layers with 100% opacity each). Take a look at the photo opposite : |
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Modeling and texturing
1) Start by a grid (model > get...). |
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5) Bring down the size of the "ts_xz_petite" texture support : Go to the top view, press the space bar of your keyboard, to switch to selection mode, then select the texture support. |
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6) Press "X" on the keyboard, then keep the shift key down, while dragging the mouse,
to bring down the size of the object, in every directions. |
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7) Putting up the textures : Start by copying the two pictures of the top of this web page in your database,
sub folder "pictures". Render Tree
10) We'll now open the render tree, my fave way to apply textures. |
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14) in each image node, select the right texture projections. |
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Mix2colors basics 15) If you double clic on the shader mix2colors from the render tree, and if you draw a render region (keyboard's "Q") you can see the default settings of the mix2colors, and its effects on the object. |
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On the render region above, we can see that each of the the two pictures have an opacity of 50% :
weight is set at 0.5. As a result, they are mixed together. |
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Here are the settings which will allow us to get the expected result : |
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Hence one question : Why do I have to take into acount the alpha to reveal the background image, although none of the image has an alpha layer? |
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So how did it worked?
Xsi will put kind of an implicit alpha layer on the picture of vega the Strong.
Everything that is inside the boundaries of this picture will be considered as the white part of the alpha,
meaning that in this area, alpha = 1.
Everything outside those boundaries is the black part of the alpha : alpha = 0. |
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The mix2colors render tree shader mixes 2 colors,
originating from two pictures, for each pixels. |
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