I’m just wondering is anyone having problems with luxrender rendering textures?
I have my images mapped to image map, texture to colour but just getting grey models.
Anyone know if theres a bug or something.
Also when I was installing luxrender it asked me to to intall into scripts folder ‘usually in the .blender file’, but can’t find .blender file anymore. just 2.55/scripts. It said this is not a regular path but do you want to carry on?
Yeh everythin is UV’d alright. Just can’t fix this problem.
One thing. When I opened up the scene for the fiirst time in Blender/lux settings I got colour. Then when I tweaked and mapped the images to imagemap I lost my textures and I was mapped to blendertextures…hmm
Just to make sure, you did assign them to a channel in the materials panel, right? The stack in the textures panel is just a bucket to draw from, putting a texture there doesn’t by itself affect the material.
strange this one. I did assign my textures to the materials and it didn’t work. Changed the angle on my camera and one material is being picked up today
What I really need is the enclosure, not the cahracter inside it. I’ll post some screen shots. Blender was telling me the v and u roughness were wrong on the metal so brought them back to 0. Something did happen on the struts at the side. The material settings are the same for the selected object
Ok, I see what you’re doing. You set the imagemap as a color texture type, not a float. This is, of course, necessary for sticking it on the diffuse channel of a matte material, since it is a color swatch. But roughness is a numerical field, and needs a float texture. So just duplicate your texture in a new slot, and change the copy’s type to “float” then put that one on the roughness, and you should be good. (By default, light parts of the texture will create a matte surface, dark parts will create a shiny surface. Set both values to 1 if you are using a texture, Lux multiplies the number you gave by the RGB float value of the texture, I think.)
If you are trying to change the color and not the shininess, you want the shiny metal shader, not metal. Metal is for loading measured data. Shiny metal represents a generic metal with a glossy coating, you can set it as you please. If you go for shiny metal, put your color texture on the reflection channel, but not the specular channel (glossy coats don’t work that way). You can adjust the specular color’s brightness and the roughness values to change how shiny it is. If you don’t want the glossy coat, set the specular color to 0 to defeat it.