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hike1
05-18-2008, 01:18 PM
How do I put a second set of texture coordinates on a cluster or an object? I want to make a lightmap
and export it to Ogre game engine.

anim
05-28-2008, 05:48 AM
just apply a new projection with an object selected
a new texture projection property will be created (you can see them in explorer under Texture_Coordinates_AUTO cluster)
in texture editor you will have access to all of them through UVs menu

hike1
07-02-2008, 12:58 PM
I can't find my lightmap request post, but this is how it's done
exp file
http://terrymorgan.net/lightset3.zip

shot of settings
http://terrymorgan.net/images/Lightmapping_XSI.jpg

Mine didn't render properly, it has red dotted lines

http://terrymorgan.net/images/result.jpg


So first you add some unique Mapping coords and in the Rendermap dialog box check this UVīs as the uvīs for your generated image.
The cube has 2 projections, haven't exported to Ogre yet, which
supports 2 sets supposedly.


Martin Schafer figured this out.

moose o death
08-02-2008, 10:43 PM
i figured out the part about applying a second but how do you go about switching between the two? i modelled an object using multiple materials, and created the second unique uv's map, then used rendermap to apply the whole of the source materials into one final texture, but i couldn't test the results on the source mesh without deleting the other UV's first. and once i did that i had to undo to get my original uv's back. i'm keen on limiting my texture memory requirements wherever possible and unique uv's does a great job of achieveing this.

but makes it much harder to edit the normalmaps specular channel based on the source art.

vmp
08-03-2008, 06:33 PM
if you want to access the second uv set for use on your textures double click the image node of the texture in the render tree so it opens its properties.
Then towards the bottom you will see a section called "texture projection" there's a drop down list that will allow you to pick which uv set to use for the texture, you have similar options in the render map dialogue as well so you can choose which uc set you want to bake to.

cheers
Arthur

moose o death
08-04-2008, 01:59 AM
if you want to access the second uv set for use on your textures double click the image node of the texture in the render tree so it opens its properties.
Then towards the bottom you will see a section called "texture projection" there's a drop down list that will allow you to pick which uv set to use for the texture, you have similar options in the render map dialogue as well so you can choose which uc set you want to bake to.

cheers
Arthur

yeah i found the render map function which was very handy, however the method you've mentioned doesn't replace all the varying materials with one set. so i might just have to have a duplicate mesh which has the second set of uv's as default then.

Cryrid
08-04-2008, 12:42 PM
however the method you've mentioned doesn't replace all the varying materials with one set

Just delete all the clusters, and swap out the default texture for the one Rendermap generated (I could be misreading your intentions though).

moose o death
08-05-2008, 06:29 AM
ideally i want to do my rough uvmap on the final mesh, using basic materials like rust, metal, tiles etc.

then i make a polymesh, blend all the materials etc.

then i create a new uv map using the unique UV's option so xsi remaps the whole mesh, including any areas i doubled up to save time during texturing.

then i render map the basic mesh onto the second uv set. i swap my diffuse textures for my normalmaps and repeat, then render my AO map. i multiply the AO onto my diffuse. then reverse the Y channel on the normal map.

now to see if this works i need to delete all my seperate material clusters. once that's done i can't switch back to alter anything. unless i ctrl-z, but that's hardly a solution.

so my current plan is to make a duplicate model so any changes to the source materials can be made without too much fuss.

vmp
08-06-2008, 01:59 AM
you might be able to use a serpate pass that has a material overide with the new baked textures set to the second uv set, this way you could switch to this pass to check then switch back to the default pass and your clusters and materials would still be there
arthur

moose o death
08-06-2008, 04:33 AM
could be, i'm not at this stage with anything right now, so i can't test anything. however i will be using this stuff more and more for my level of detail models.

one side question though...how do i export to fbx format through crosswalk without exporting everything from the scene? i just want to move the current selections not every piece of wip art i've used. it only matters when i'm exporting animated models as i use obj for static, but it's still frustrating accidentally exporting duplicates of everything