having trouble multitexturing with multiple UV's (SOLVED)

Evak

15-03-2006 08:20:17

Hi I'm used to using B3D pipeline for blitz3D, and am interested in seeing how Ofusion compares.

I am having a little trouble with simple multitexturing in a way similar to the max plugins I normaly use.

For example to make a lightmap I have 8 possible texture layers,



is this the same as the pass basic parameters, with the 4 texture units stack in ofusion. where layer 1 is the top layer, and each layer beneath blends with the layer above.

Is this the same things as the texture units in the pass basic parameters?



In B3D pipeline you have:





which determines how each of the texture layers interacts with one another in a fashion like your texture units.


Reason I ask, is that I want to understand how the basic texture blending works before I worry about shaders and what have you. But so far I havent gotten the results I expected when trying to blend multiple textures with seperate UV's. How would I go about creating a lightmapped material with 2UV channels using the regular ofusion texture layers and blendmodes?

Lioric

15-03-2006 15:58:48

In the Artist Center you will find tutorials that will show you how to use the oFusion Materials

Multitexturing, lightmapping, shaders and more are there, its better if you see them, but bear in mind that they show a specific method to use them, later you can adapt its use to your pipeline, for example for a lightmap material you can:

create them directly with oFusion materials
use the Shell material for baked textures, oFusion supports this material too
or use the "Blend" material, if i remember well, oFusion supports this material too

Evak

15-03-2006 17:44:36

ok, I only spent a couple of hours with it so far, hopefully I'll get the hang of it within the next few days. before oblivion comes out :D. I'll probably have to take a week off after lol

Evak

15-03-2006 20:13:32

Ok the thing that is the most troublesome at the moment is that the materials don't auto update, so you have to continualy manual refresh the ogre renderer whenever you change UV mapping.

I guess this might be a limitation of rendering max viewports via a game engine. Seems to be one of the things that doesn't work with auto refresh on.

I'll have to play some more and see if I can get simple masked lightmapped materials done with just multipass and blend modes and no shaders. If I can I think I'm sold :)

Hope theres a refresh keyboard shortcut if there isn't an autorefresh.

Lioric

15-03-2006 22:08:22

You can assign a keyboard hotkey for the "Update Sel" tool in the "Customize" panel of max, so you can update the selected object(s) with a hotkey

I will review the auto uv update support later


For the lightmapped material, just create an ogre material with a single technique and a single pass, then add two textureUnits with the diffuse and shadowMap textures, and play with the blend mode of the shadowMap texture unit until you get the result you want

If you still need a simple example after you try it, ask for it, im sure some users will be happy to provide it, or i can provide it if you want

Evak

16-03-2006 04:42:28

Hi, It's ok. Once I figured out I had to refresh the UV's manualy I started getting the results I was expecting :)

I added a hotkey now, but if you could parse the UV update through the viewport settings so you can have it work automaticaly if you want. That would be excellent :).

The materials are starting to work more like I expected now :) Glad I stuck with it as initialy I was convinced that multiple UV channels were broken, which would have been pretty sloppy considering the quality of the rest of the product.