Rodrix3 Posted April 6, 2018 Share Posted April 6, 2018 I am creating low poly models from high poly models and baking a normal map that contains the details of the high poly model. This high poly normal map uses planar UV coords on channel 2. Then the model has its own tilable texture which has it's own tileable normal map, using tileable UV coords on channel 1. How can I apply this on a gltf model? Or via code on Babylon? I need to use one normal map on uv channel 1, and another normal map on uv channel 2. Is this possible? And is it possible to have this already preset in the gltf file automatically using 3ds Max Exporter plugin? (assuming the normal map is already baked) Thanks! Quote Link to comment Share on other sites More sharing options...
Guest Posted April 6, 2018 Share Posted April 6, 2018 This should work directly from max You can set channel on every texture in 3dsmax and this must be supported by 3dsmax exporter Quote Link to comment Share on other sites More sharing options...
Rodrix3 Posted April 6, 2018 Author Share Posted April 6, 2018 Thanks @Deltakosh for the reply. That's great news! However, where should I set the normal texture for planar UV map. On Bump map? Displacement? Do you have any link on how to do this? Thanks so much for all your help. You are making our migration to BabylonJs much smoother. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted April 6, 2018 Share Posted April 6, 2018 Yes on the Bump map Quote Link to comment Share on other sites More sharing options...
Rodrix3 Posted April 6, 2018 Author Share Posted April 6, 2018 22 minutes ago, Dad72 said: Yes on the Bump map Not clear... @Dad72, I have two normal textures. One for uv channel 1, the other for uv channel 2. The first I apply it on the bump texture slot. The second one? Thanks so much in advance Quote Link to comment Share on other sites More sharing options...
Guest Posted April 6, 2018 Share Posted April 6, 2018 on diffuse I guess Quote Link to comment Share on other sites More sharing options...
Dad72 Posted April 7, 2018 Share Posted April 7, 2018 You have to use a normal card on channel 1, and another on channel 2 as you would with a multiple diffuse textures. Each channel can receive its diffuse textures, bump, specular, opacity ... You must also use a multi-material Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted April 7, 2018 Share Posted April 7, 2018 that is possible in customMaterial if we add so little changes and that is release vNormalW from varying type @Deltakosh most be accept that after that you can manage your vNormalW before light and fresnel effect fragcolor i have that part in old CustomMaterial and that not danger at all current code // vertex uniform vec3 normal; varying vec3 vNormalW; main(){ vNormalW = normal; } // fragment varying vec3 vNormalW; change to // vertex uniform vec3 normal; varying vec3 vNormalW_helper; main(){ vNormalW_helper = normal; } // fragment varying vec3 vNormalW_helper; vec3 vNormalW; main(){ // begin vNormalW = vNormalW_helper; // vNormalW customizable here } Quote Link to comment Share on other sites More sharing options...
Rodrix3 Posted April 7, 2018 Author Share Posted April 7, 2018 18 hours ago, Dad72 said: You have to use a normal card on channel 1, and another on channel 2 as you would with a multiple diffuse textures. Each channel can receive its diffuse textures, bump, specular, opacity ...l In 3ds Studio Max this is posible? To assign two new bump maps? Do you have any screenshot or article that shows how to do this? Thanks so much in advance! Quote Link to comment Share on other sites More sharing options...
Dad72 Posted April 8, 2018 Share Posted April 8, 2018 What I do I gather all the textures in multi / sub-objects (with the pipette) and then on each slot, I can add a diffuse texture, spectacular, bump, opacity ... Apply this multi-material to the object. My version of 3dsmax is in French, but it's the same thing on the English version. Here are two screenshots : Otherwise, in your case, you can use the displacement texture here: Quote Link to comment Share on other sites More sharing options...
Rodrix3 Posted April 8, 2018 Author Share Posted April 8, 2018 Thanks so much @Dad72 and for taking the time to take the screenshots! Does the Babylon Exporter support the multi material and displacement map? Thanks so much! Quote Link to comment Share on other sites More sharing options...
Dad72 Posted April 8, 2018 Share Posted April 8, 2018 For the multi-material, yes, but for the displacement, I'm not certain, Deltakosh will tell us more. But I guess so yes. (I have never tried this kind of texture). Quote Link to comment Share on other sites More sharing options...
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