kenny__84 Posted August 16, 2018 Share Posted August 16, 2018 Hi there I'm having some trouble with some functions that you might (or might not lol) could help me with. When I open the scene properties, the option to remove the default light is not there and I like to remove it on some models. I'd like to use 2 maps that I thought was an option with the exporter but it doesn't work, I have 2 unwraps and only the first one works and it applies the same unwrap to the second map. Thanks :) Quote Link to comment Share on other sites More sharing options...
Sebavan Posted August 16, 2018 Share Posted August 16, 2018 Hello and welcome to the forum: @noalak and @bghgary to the rescue ? Quote Link to comment Share on other sites More sharing options...
kenny__84 Posted August 16, 2018 Author Share Posted August 16, 2018 Thanks! Quote Link to comment Share on other sites More sharing options...
kcoley Posted August 16, 2018 Share Posted August 16, 2018 Hi @kenny__84! I am currently at SIGGRAPH, but I can look into this issue when I get back, unless @noalak has any ideas. Quote Link to comment Share on other sites More sharing options...
kenny__84 Posted August 16, 2018 Author Share Posted August 16, 2018 Yes sure no problem, thank you for your response! Quote Link to comment Share on other sites More sharing options...
noalak Posted August 16, 2018 Share Posted August 16, 2018 Hi Kenny, Can you share a repro scene regarding the 2 maps issue ? Good idea for the default light option! Noalak Quote Link to comment Share on other sites More sharing options...
kenny__84 Posted August 17, 2018 Author Share Posted August 17, 2018 I have set up a test scene on github all the files used I've used are here also the max scene https://github.com/kenny1184/TestCube Try the scene out here https://kenny1184.github.io/TestCube/ When you move close to the cube you will see that the bumpmap has a low resolution on the cube while I've applied a UVW Map Channel 2 and UVW Xform with 50 tiles on UVW. (press the up arrow until you are very close to the cube to inspect the bumpmap) Quote Link to comment Share on other sites More sharing options...
noalak Posted August 17, 2018 Share Posted August 17, 2018 Why do you need 2 different unwrap ? To be honest i don't understand what you are willing to achieve. There is tiling of 30 in the bump texture, is it intended ? Threejs viewer does not support the KHR_texture_transform extension, but the Babylon sandbox does Noalak Quote Link to comment Share on other sites More sharing options...
noalak Posted August 17, 2018 Share Posted August 17, 2018 Which version of the exporter are you using ? The babylon scene properties contains an option to not export a default light. Quote Link to comment Share on other sites More sharing options...
kenny__84 Posted August 17, 2018 Author Share Posted August 17, 2018 Why I would like 2 different maps is because I'd like to use a low res pic on a terrain and put a low res tiled bump map over that to cover it up a bit. I want my scene to be as inexpensive as possible by trying out some of these type of techniques. I thought that the tiling in the map is pretty much ignored because it didn't seem to change anything in my end results, I usually set it to 1 but I must've forgotten it on this one cause it is not the scene I'm working on. I see that I wsa using an older version, thanks for the updates lol! I couldn't see the version anywhere fast, it isn't in the DLL properties so I just updated and saw lots of stuff added! Quote Link to comment Share on other sites More sharing options...
kenny__84 Posted August 17, 2018 Author Share Posted August 17, 2018 So the remaining questions from me now are can I use the different maps by unfrapping or xform or something? and another one that will make my day a lot easier, where van I find what functions exactly will work through the exporter? I wouldn't mind loading up the VS project for that but I don't know if you've got the list as a whole. Thanks! Quote Link to comment Share on other sites More sharing options...
Sebavan Posted August 18, 2018 Share Posted August 18, 2018 Pinging @noalak Quote Link to comment Share on other sites More sharing options...
noalak Posted August 20, 2018 Share Posted August 20, 2018 I guess you've already tested it but the simpliest solution is the correct one. Use a single unwrapUVW for your 2 maps and specify some tiling for the bump map. This, using one of the latest exporter as you do now, results in a glTF using the KHR_texture_transform extension. This extension introduces the tiling property which is not core to glTF specs. Babylon glTF loader does read this extension but the Threejs one does not, at least by default. Here are 3ds max exporter general and gltf documentations. Enjoy your reading ! Sebavan 1 Quote Link to comment Share on other sites More sharing options...
kenny__84 Posted August 20, 2018 Author Share Posted August 20, 2018 Aha okay yes I've tried this with the results you are predicting here. I've read the documentation but i thought (hoped) that I've missed something. Thanks for the info! Quote Link to comment Share on other sites More sharing options...
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