From: infinity <inf...@in...> - 2007-12-18 17:24:09
|
I'm hoping I can get more information on this post below because I wanted to use multiple UVs in a shader too, this time for emit maps. What script did Genjix use to export the second UV? And all you have to do is use or modify a shader to use the second set? Something like normalmap uv = renderbuffer2 emituv = renderbuffer3? ----- Original Message ----- From: "Genjix" <ge...@gm...> To: "CS developers and users list" <cry...@li...> Sent: Saturday, September 22, 2007 5:24 PM Subject: Re: [CsMain] second uv set for normalmaps > OK, > > Pablo gave me http://delcorp.org/~caedes/character2uv/ and sueastside showed > me also the same (thanks and thanks). Will message here if I get a problem > using them :) > > On Sunday 23 Sep 2007, Genjix wrote: > > Hi! > > > > So now I have blender exporting my second uv layer as > > > > <renderbuffer name="other" components="2" type="float"> > > <e c0="0" c1="-1" /> > > ... > > </renderbuffer> > > > > How exactly can I modify the shader > > > > <material name="rabbit"> > > <shader type="ambient">character2</shader> > > <shader type="ppl">character_bump2</shader> > > <shadervar name="tex diffuse" type="texture">rabbit</shadervar> > > <shadervar name="tex normal" type="texture">plain.nor</shadervar> > > <shadervar name="specular" type="vector4">0.5, 0.5, 0.5, > > 0.1</shadervar> </material> > > > > for this to use the second uv set for the normalmap instead of the usual > > one? > > > > Thank you! > > > > On Friday 21 Sep 2007, res wrote: > > > Sure, but you'd need a custom shader (one that doesn't use the normal > > > TCs for the normal map). > > > > > > Or redo your texture mapping... the "more space for more detail" isn't > > > that relevant for normal maps; they don't have to have the same density > > > everywhere (but obviously you'll also get less normal mapping detail in > > > the lower density mapping). The mirroring is the bigger issue. > > > > > > But there are also workarounds for mirroring. I think duplicating the > > > vertices on a split border are one way ... tho not sure. Google a bit > > > around. > > > > > > -f.r. > > > > > > > ----- Ursprüngliche Nachricht ----- > > > > Von: Amir Taaki > > > > Gesendet: 21.09.07 00:59 Uhr > > > > An: CS developers and users list > > > > Betreff: [CsMain] second uv set for normalmaps > > > > > > > > Hello, > > > > > > > > I have a mesh which is making very optimised usage of texture space. > > > > Also certain polygons get more space where more detail is needed > > > > meaning that 2 > > > > polygons of equal size don't necessarily get the same amount of space > > > > on the > > > > uv map. Another quirk is that mirrored uvs are used. > > > > > > > > This is all very bad for normalmaps. Is it possible to specify a second > > > > uv set > > > > with optimised fair uvs to use for my normalmap like what is done with > > > > lightmaps? > > > > > > > > Thanks. > > > > > > > > ----------------------------------------------------------------------- > > > >-- This SF.net email is sponsored by: Microsoft > > > > Defy all challenges. Microsoft(R) Visual Studio 2005. > > > > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > > > > _______________________________________________ > > > > Crystal-main mailing list > > > > Cry...@li... > > > > https://lists.sourceforge.net/lists/listinfo/crystal-main > > > > Unsubscribe: > > > > mailto:cry...@li...?subject=unsubscribe > > > > ------------------------------------------------------------------------- > > This SF.net email is sponsored by: Microsoft > > Defy all challenges. Microsoft(R) Visual Studio 2005. > > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > > _______________________________________________ > > Crystal-main mailing list > > Cry...@li... > > https://lists.sourceforge.net/lists/listinfo/crystal-main > > Unsubscribe: > > mailto:cry...@li...?subject=unsubscribe > > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2005. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Crystal-main mailing list > Cry...@li... > https://lists.sourceforge.net/lists/listinfo/crystal-main > Unsubscribe: mailto:cry...@li...?subject=unsubscribe > |