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.
> >
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