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michael voeller #1
blending between 2 textures
I have a model that has been exported from max with 1 uv set, no sub
materials, pretty basic. Now I've duplicated it about 100 times, I need to
have 2 texures and be able to blend between them independently on each
model. Can I set up 1 shader and have it blend differently for each model?
and if so what is the lingo for this? The "Lingo Dictionary" wasn't much
help.
Any help would be apreciated,
Mike
michael voeller Guest
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nick kang #2
Re: blending between 2 textures
Assign your new texture to the second texture layer and set the blend function
to blend:
shader.textureList[2] = newTexture
shader.blendFunctionList[2] = #BLEND
Then to blend between the two textures, just set the blend constant of the
second layer:
shader.blendConstantList[2] = b
where b varies from 0 (=100% original texture) to 100 (=100% new texture)
nick kang Guest
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michael voeller #3
Re: blending between 2 textures
Thanks for the help.
I got the script working but it doesn't blend them independently. Is it
possible to blend them independently using only 1 shader or will I have to
create a new shader for each model I want to blend independently?
"nick kang" <webforumsuser@macromedia.com> wrote in message
news:ca16hk$r1h$1@forums.macromedia.com...function> Assign your new texture to the second texture layer and set the blendthe> to blend:
>
> shader.textureList[2] = newTexture
> shader.blendFunctionList[2] = #BLEND
>
> Then to blend between the two textures, just set the blend constant of> second layer:
>
> shader.blendConstantList[2] = b
>
> where b varies from 0 (=100% original texture) to 100 (=100% new texture)
>
>
>
michael voeller Guest
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nick kang #4
Re: blending between 2 textures
Yes, you'll need a different shader for each model that you want different
shader properties. SW3D doesn't have a cloneShader() function, but Alex De
Franca has written one (look here: [url]www.farbflash.de[/url]).
nick kang Guest



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