PDA

View Full Version : Multiple uvsets/lightmaps


Emporio
06-06-2006, 04:16 PM
I have modelled a pretty detailed building, and have slit it into smaller pieces.
Many of these sharing the same material.
I have a set of lightmaps that I'm about to "multiply" on top of the texture, but what is the way of doing it when the same material is being used on several objects and the lightmap only contains lightinformation for one object?
So it seems I can't just use a "layered" texture with the lightmap and the texture, since I have a bunch of lightmaps.

Anyone has a suggestion?

Have a wonderful summer

Cheers from the North

The Infernal One
06-06-2006, 11:30 PM
I have modelled a pretty detailed building, and have slit it into smaller pieces.
Many of these sharing the same material.
I have a set of lightmaps that I'm about to "multiply" on top of the texture, but what is the way of doing it when the same material is being used on several objects and the lightmap only contains lightinformation for one object?
So it seems I can't just use a "layered" texture with the lightmap and the texture, since I have a bunch of lightmaps.

Anyone has a suggestion?

Have a wonderful summer

Cheers from the North

Well you can use layered texture to do this, and only one material node.

If I understood you well, you need to asign the several lightmaps, to several pieces of your scene, using just single one material node?

To do that make triple swich node (see help to learn how to use it), so the texture's will be using depending of object.

But for lightmap you need to keep the textures, just multiply them with lightmap.
Why didn't you make another UV set, and bake the lightmap for the whole scene in one huge texture, that uses that other UV set. I have done it this way using Mental Ray Batch Bake, and worked really fine.

Emporio
06-07-2006, 07:49 AM
Well you can use layered texture to do this, and only one material node.

If I understood you well, you need to asign the several lightmaps, to several pieces of your scene, using just single one material node?

To do that make triple swich node (see help to learn how to use it), so the texture's will be using depending of object.

But for lightmap you need to keep the textures, just multiply them with lightmap.
Why didn't you make another UV set, and bake the lightmap for the whole scene in one huge texture, that uses that other UV set. I have done it this way using Mental Ray Batch Bake, and worked really fine.

It's going to be imported into a game engine. So I have split up the mesh to get some decent lightmap sizes. I want them to look good.
The engine only works with an extra uv set per object, so maybe I just have to have a damn lots of the same materialnodes and assign one for each object, so I just can "layer" that with a multiply of the lightmap.:(

I really hoped that I wouldn't need to tweek much more uvs

The Infernal One
06-07-2006, 08:33 AM
How many material nodes you have in your scene?
I don't think that materials in engine export maya utility nodes, so you can't use triple swich. How many UV sets you have?

CGTalk Moderation
06-07-2006, 08:33 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.