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Tutorial on how to use Multimaterial ?

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Hi, i just wanted to ask if somebody around here was able to explain the use of multimaterial and maybe provide a simple mlod ( like a cube or something). I have already tried to use it myself but i always fail to get a good result. Obviously i´m not correct with assigning the right UVmaps to the mask and other layers. Maybe i´m wrong with the colours to... well don´t know...

Thanks in advance :)

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Yes thanks... read that already. I don´t have max just fiddling around in blender from time to time.

My question is more about how to make the textures fit to the layers and uv maps correctly since there are obviously different uvmaps in use. Well.. maybe one of the experienced guys from here may give a hint soon...

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i have tested Multimaterial on my Dingo, looks good. If i had some Time I make a Sample Mlod from a Cube.

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Thank you Frankyman,

i have already thought about sending you a pm since you seem to be one of the few who has already tried to use Multimaterial on his models.

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You are german right??

So i made a sample with German Text , thats munch easier for me.

Is that OK?

Multimaterial is realy easy.

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I'd be interested in that tutorial as well, Franky. And I could provide an English translation in return ;)

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That would be a very nice move...

I f you want to do the tutorial in german either send it to me or Fail Cakes and we will try to translate it... :)

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Love to see it in english, if no ones done a tut before. Pretty please with icing on top :D

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Multi-Shader Tutorial:

First Step:

Unwrap the model. (How-to)

Unwrap_Thumb.jpg

Export this as emf, then open your favourite graphics-editor, and begin painting a layermask: similiar to one required for an island. The four different colors assign different materials to certain areas.

Layermask_Thumb.jpg

Create an MC texture. This is utterly and highly important. This will give your model extra detail and will break up the obvious tiling-seams and will tint your overlayed textures.

MC_Thumb.jpg

Second Step:

Now create a .rvmat file.

Here's what I used in this example:

MBG_Dum_patrovy01b_A_Multi.rvmat

ambient[] = {1.0,1.0,1.0,1.0};
diffuse[] = {1.0,1.0,1.0,1.0};
forcedDiffuse[] = {0.0,0.0,0.0,0.0};
emmisive[] = {0.0,0.0,0.0,1.0};
specular[] = {1.0,1.0,1.0,1.0};
specularPower = 60.2;
PixelShaderID = "Multi";
VertexShaderID = "Multi";
class TexGen0
{
uvSource = "tex";
class uvTransform
{
 aside[] = {1.0,0.0,0.0};
 up[] = {0.0,1.0,0.0};
 dir[] = {0.0,0.0,0.0};
 pos[] = {0.0,0.0,1.0};
};
};
class TexGen1
{
uvSource = "tex";
class uvTransform
{
 aside[] = {1.0,0.0,0.0};
 up[] = {0.0,1.0,0.0};
 dir[] = {0.0,0.0,0.0};
 pos[] = {0.0,0.0,1.0};
};
};
class TexGen2
{
uvSource = "tex";
class uvTransform
{
 aside[] = {1.0,0.0,0.0};
 up[] = {0.0,1.0,0.0};
 dir[] = {0.0,0.0,0.0};
 pos[] = {0.0,0.0,1.0};
};
};
class TexGen3
{
uvSource = "tex";
class uvTransform
{
 aside[] = {1.0,0.0,0.0};
 up[] = {0.0,1.0,0.0};
 dir[] = {0.0,0.0,0.0};
 pos[] = {0.0,0.0,1.0};
};
};
class TexGen4
{
uvSource = "tex1";
class uvTransform
{
 aside[] = {1.0,0.0,0.0};
 up[] = {0.0,1.0,0.0};
 dir[] = {0.0,0.0,0.0};
 pos[] = {0.0,0.0,1.0};
};
};
class TexGen5
{
uvSource = "tex";
class uvTransform
{
 aside[] = {1.0,0.0,0.0};
 up[] = {0.0,1.0,0.0};
 dir[] = {0.0,0.0,0.0};
 pos[] = {0.0,0.0,1.0};
};
};
class TexGen6
{
uvSource = "tex";
class uvTransform
{
 aside[] = {1.0,0.0,0.0};
 up[] = {0.0,1.0,0.0};
 dir[] = {0.0,0.0,0.0};
 pos[] = {0.0,0.0,1.0};
};
};
class TexGen7
{
uvSource = "tex";
class uvTransform
{
 aside[] = {1.0,0.0,0.0};
 up[] = {0.0,1.0,0.0};
 dir[] = {0.0,0.0,0.0};
 pos[] = {0.0,0.0,1.0};
};
};
class Stage0
{
//Black
texture="CA\Structures\Data\Plaster\plaster_damage_co.paa";
texGen = "0";
};
class Stage1
{
//Red
texture="MBG_NogovaBuildings\t\MBG_BarePlaster_01_CO.paa";
texGen = "1";
};
class Stage2
{
//Green
texture="ca\structures\data\bricks\bricks_broken_dirt_co.paa";
texGen = "2";
};
class Stage3
{
//Blue
texture="CA\structures\Data\Concrete\concrete_bare2_co.paa";
texGen = "3";
};
class Stage4
{
texture="MBG_NogovaBuildings\t\dum_patrovy01b\MBG_Dum_patrovy01b_A_Mask_CO.paa";
texGen = "4";
};
class Stage5
{
texture = "#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";
texGen = "5";
};
class Stage6
{
texture = "#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";
texGen = "6";
};
class Stage7
{
texture = "#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";
texGen = "7";
};
class Stage8
{
texture = "#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";
texGen = "3";
};
class Stage9
{
texture="MBG_NogovaBuildings\t\dum_patrovy01b\MBG_Dum_patrovy01b_A_MC.paa";
texGen = "4";
};
class Stage10
{
texture="MBG_NogovaBuildings\t\dum_patrovy01b\MBG_Dum_patrovy01b_A_ADS.paa";
texGen = "4";
};
class Stage11
{
texture="CA\Structures\Data\Plaster\plaster_damage_nohq.paa";
texGen = "0";
};
class Stage12
{
texture="MBG_NogovaBuildings\t\MBG_BarePlaster_01_NOHQ.paa";
texGen = "1";
};
class Stage13
{
texture="ca\structures\data\bricks\bricks_broken_dirt_nohq.paa";
texGen = "2";
};
class Stage14
{
texture="CA\structures\Data\Stucco\stucco_001_NOHQ.paa";
texGen = "3";
};

In this rvmat it is pretty obvious to spot what is what. Just commented on what texGen applies to what color in the Mask.

As you can see I am using custom-made textures as well as Arma2 textures. This way I save precious file-size and it still looks awesome.

Third Step:

Now select all faces you want to apply the new material to (Either in Oxygen or the UV-Editor), then hit E, remove any Texture and ONLY apply the material.

Material-Only.jpg

Then hop back to the UV-Editor and create a second UV-Set (2nd UVSet).

UVsets.jpg

Copy the contents of UVSet 0 into UVSet 1, then switch back to UVSet 0 and scale it up.

UVSet 1 defines what faces carry what material/texture, whereas UVSet 0 defines the dimensions.

UvSet0_Thumb.jpg

Fourth Step:

Profit!

Profit_Thumb.jpg

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Thank you Mondkalb.... :)

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ahh, much better than my sample. thx Mondkalb. sorry but i had not much time to create a tutorial.

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