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Ace-Angel's Avatar
Old (#1)
Hey to all,

I'm trying to create a multi-purpose Vertex Blend material. Here is the material:
http://www.mediafire.com/?d5b06k7j101kumj

The problem is that basically, when I plug in the Normal functions, the mesh turns into a red wireframe. However, the strange part is, if I disconnect my Diffuse, I can see the normals, but reconnecting it turns it into a red.

I cleaned up my nodes as much as possible, and made sure I didn't have any fancy Vector Construction nodes messing anything up (I resorted to using Alpha channels to keep thing clean and smooth), but still no result.

Basically, to put it mildly, if I connect more then one set of functions into to ANY part in the material, it ends up turning it red. It might have to do with the Lerp nodes, disabling one of them gives me back a working material, but that defeats my whole purpose of creating a Vertex-RGB-Blending material.

If you guys could figure out what's wrong that would be fantastic. I couldn't find the problem. I really need to get this going since my end of school project requires said material to work...if possible.

Cheers.
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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arrangemonk's Avatar
Old (#2)
problably too much calculations or memory, try using shader model 3 instead of 2
DARN it hurts my eyes
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Ace-Angel's Avatar
Old (#3)
Yep, it's 3.0 - Max. I tried switching also to DSXAS just incase, but still no idea why this is happening.

Here is the stats:
Quote:
Diagnostics for material:
StandardMat_2483
1 Total Passes
41 Total Vertex Instructions
140 Total Pixel Instructions

Per Pass Diagnostics:
VERTEX PIXEL PASS 1) 41 140 light1
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cman2k's Avatar
Old (#4)
I don't have ShaderFX installed, but we may be able to help if we have a screenshot of your node setup?
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Ace-Angel's Avatar
Old (#5)
Video here (don't mind my voice, didn't sleep much):

Images for a close-up (c:









Cheers for any help guys!
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arrangemonk's Avatar
Old (#6)
how about using an advanced material

tried in shaderfx

the normal result doenst even work alone
so there must be an issue there

Last edited by arrangemonk; 07-25-2011 at 11:57 AM..
DARN it hurts my eyes
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Ace-Angel's Avatar
Old (#7)
Well, Kees got back to me and told me that I have too many Texture Nodes in my nodes (EI: 3.0 is limited to 16 samples). Will have to find to cut into those.

Advanced material you say? Hmm, good point, I will need to level up on that case. I'm just having a small issue trying to get a Emissivity Map in advance material. Any pointer in that area?
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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arrangemonk's Avatar
Old (#8)
usually + or inverted brightness of material as blendvalue for linear interpolation
with result and emassive map
DARN it hurts my eyes
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