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.
>
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