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 > > > [email protected] > > > https://lists.sourceforge.net/lists/listinfo/crystal-main > > > Unsubscribe: > > > mailto:[EMAIL PROTECTED] > > ------------------------------------------------------------------------- > 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 > [email protected] > https://lists.sourceforge.net/lists/listinfo/crystal-main > Unsubscribe: > mailto:[EMAIL PROTECTED] ------------------------------------------------------------------------- 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 [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
