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" <[EMAIL PROTECTED]>
To: "CS developers and users list" <[email protected]>
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
> > > > [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]
>


-------------------------------------------------------------------------
SF.Net email is sponsored by:
Check out the new SourceForge.net Marketplace.
It's the best place to buy or sell services
for just about anything Open Source.
http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace
_______________________________________________
Crystal-main mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/crystal-main
Unsubscribe: mailto:[EMAIL PROTECTED]

Reply via email to