Author Topic: Canine mane shading.  (Read 994 times)

Offline Cynikari

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Canine mane shading.
« on: October 04, 2024, 04:09:58 am »
Hello! So I was wondering if this specific part of the mane for the canine can be shaded using the ambient code that's normally used on presets? I wanted to see if I could use it in the cmain to make the model shaded in a way. I was able to get the Head, Body, Tail, etc. shaded, but this one part of the mane refuses to cooperate.




Reminder that this is NOT for presets! It is for the cmain.
This is what I have so far. I tried many things and nothing is seeming to work.

Code: [Select]
material CmaneMat
{
technique 1
{
pass
{
cull_hardware none
cull_software none
                        alpha_rejection greater_equal 128

fragment_program_ref Mane_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture fmaneMask.png
tex_coord_set 0
tex_address_mode clamp
filtering trilinear
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 1
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 2
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
depth_func equal
              scene_blend zero src_colour
                 }
}
technique 2
{
pass
{
                        cull_hardware none
                        cull_software none
                        alpha_rejection greater_equal 128

texture_unit
{
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture fmaneMask.png
tex_address_mode clamp
filtering trilinear
colour_op_ex source1 src_manual src_manual 1 0 0 1
                        }
                        texture_unit
                        {
                                 texture fmaneShade.jpg
                                 colour_op modulate
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
                        depth_func equal
              scene_blend zero src_colour

texture_unit
{
texture fmaneLight.jpg
colour_op modulate
}
}
}
}
material CmaneMat2
{
technique 1
{
pass
{
cull_hardware none
cull_software none
                        alpha_rejection greater_equal 128

fragment_program_ref Mane2_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture fmaneMask2.png
tex_coord_set 0
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 1
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 2
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
depth_func equal
              scene_blend zero src_colour
                 }
}
technique 2
{
pass
{
ambient 0.5 0.5 0.5 1.0
                        depth_func equal
              scene_blend zero src_colour

texture_unit
{
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture fmaneMask2.png
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}