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Subject: Scaling a multichannel mixer?


sailor_ed ( ) posted Fri, 26 November 2004 at 10:32 AM ยท edited Mon, 06 July 2026 at 3:30 PM

I have a multichannel mixer shader that is tuned just the way I like it however on my object the overall scale is too large. Is there a way I can reduce the scale of the shader on the object without going in and resetting every scale slider in the shaders' channels? Maybe by adjusting the UV values? (I don't know much about this!) Thanks in advance! ED


TOXE ( ) posted Fri, 26 November 2004 at 11:10 AM

What a serious question, maybe i haven't understood very well... You need to reduce only the blender? Maybe if you have shader ops there is a function that you need. BTW, Can you post a screenshot? -TOXE


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sailor_ed ( ) posted Fri, 26 November 2004 at 11:31 AM

I probably didn't explain it very well. My multichannel mixer has one multichannel with lumber settings and another multichannel with noise settings.(This is a simplification. They have lots more besides. I am trying to make a realistic procedural wood shader) The blender is a simple value to balance the two multichannels. I am looking for a way to scale the entire shader. This way I could easily use it on different objects. Any clearer? Thanks for taking the time to decipher it!


falconperigot ( ) posted Fri, 26 November 2004 at 11:45 AM

file_147168.jpg

Hi Ed, If you have Shader Ops you can use the Scale function to affect a Reference Shader (your original multi channel mixer). Create a new master shader, choose Reference Shader first, select your shader, then change the new shader to Multi Channel and choose Scale in the color Channel. HTH, Mark


TOXE ( ) posted Fri, 26 November 2004 at 12:00 PM

Right! Reference shader is one of the things that i use almost never. I think that is a good solution... Mark, on pourpose, i've noticed that you have two shader tree in your screenshot... Why i'm able to see only one shader and not all the open shader in C4PRO? I have searched in the preferences and i haven't found nothing useful:-( Same matter with the other rooms... -TOXE


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sailor_ed ( ) posted Fri, 26 November 2004 at 12:22 PM ยท edited Fri, 26 November 2004 at 12:24 PM

Thanks Mark I think that will do it. Toxe, every shader I have edited stays open unless I specifically close it. Of course you have to move shaders around to see them all. Its really handy for copying channels between 2 shaders. Any help??

Message edited on: 11/26/2004 12:24


falconperigot ( ) posted Fri, 26 November 2004 at 12:28 PM

Davide, if you edit a shader then switch back to the Assembly Room and double click a different shader, do you then not have two shaders open in the Shader Room? If not, that is bad for you. :-( There are some things different in C4 shaders that I don't like. The Single Channel Shader and Reference Shader options don't always appear which means more complex trees than necessary. Mark


sailor_ed ( ) posted Fri, 26 November 2004 at 12:32 PM

Mark, did you create that tree by selecting Reference Shader at the top level and then re-selecting Multichannel? Thats the only way I could do it. Reference Shader used to be available in the channel drop down but now I can't find it.


falconperigot ( ) posted Fri, 26 November 2004 at 12:35 PM

Exactly Ed, that's what I had to do. You can do it using a MultiChannel Mixer too, but it seems extraordinary lengthy for a simple shader.


sailor_ed ( ) posted Fri, 26 November 2004 at 12:35 PM

Well, it was a good idea but it doesn't work. Works ok with a regular multichannel reference shader but just comes up black with a multichannel mixer :-(


falconperigot ( ) posted Fri, 26 November 2004 at 12:43 PM

&*%$%"!!!!!!! :-( Can't think of anything if that doesn't work. Bother!


sailor_ed ( ) posted Fri, 26 November 2004 at 12:45 PM

I've probably wasted more of my time and yours by not just going in and tweaking it.


falconperigot ( ) posted Fri, 26 November 2004 at 12:49 PM

OK, this is a bit of a fiddle but I think it will work. Create two new shaders, one for each channel of your multichannel mixer (Ctrl+drag to create each). Then create a (third) new multichannel mixer with the two other shaders as Reference Shaders in the Source 1 & 2 color channels, affected by Scale as before... Mark


falconperigot ( ) posted Fri, 26 November 2004 at 12:50 PM ยท edited Fri, 26 November 2004 at 12:52 PM

Oh, with your original blender in the Blender channel! (with Scale if you need it!!!!!!!!)

Message edited on: 11/26/2004 12:52


sailor_ed ( ) posted Fri, 26 November 2004 at 1:17 PM

Its a real trick creating the tree with the "Reference Shader" problem but your method does work. This all seems way too complicated though, like maybe my original shader needs to be redesigned or something. Thanks for all the help.


sailor_ed ( ) posted Fri, 26 November 2004 at 1:42 PM

Using your method only the color channels come through. Sigh. Oh well my shader isn't all that great anyhow! ;-)


Patrick_210 ( ) posted Fri, 26 November 2004 at 3:32 PM

Hve you tried going under the transform tab and enabling a scaling function there?


falconperigot ( ) posted Fri, 26 November 2004 at 4:49 PM

Hmmm, couldn't get it to work any how. :-(


sailor_ed ( ) posted Fri, 26 November 2004 at 8:32 PM

I wound up using my original multichannel mixer and putting Shader ops "scale" functions in front of the channels in question. This gave me fewer places to make scale adjustments. Or so it seemed to me! After all this discussion I'll be embarassed to show it to anyone.


falconperigot ( ) posted Sat, 27 November 2004 at 3:46 AM

That's all right Ed; failing to solve a problem can be as instructive as solving it! ;-)


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