Hi everyone,
(note : At first I thought it was a bug, now with a Playground I think it's a feature I don't fully understand...)
Here is a case I'm facing, waiting for some nice expert to enlighten me...
Use case
- A mesh is generated with UVs (for diffuse Texture) and UVs1 (for a default ambient texture).
- On a user action, another ambient texture is computed, based on UVs2 channel, and applied.
- The new ambient texture fails to use UVs2.
(note : I'd like to have all the UVs (UVs, UVs1 and UVs2) generated at the same time, and not on user action)
(note : A solution for my specific case would be to exchange UVs1 and UVs2 when assigning the new ambient texture)
Playground : https://www.babylonjs-playground.com/#6L74SN#1
Is there a way to use UVs2 for the ambient texture here ?
Alternatively, is there a use for all these UV channels in the StandardMaterial (or PBRMaterial ?) ? Some rules like "UVs or UVs1 for diffuse, UVs2 for LightMap, UVs3 for displacement..." ?
Thanks a lot and have a nice day !