SkIndigo Video Demonstration: Bump map without albedo map

Tutorials/guides/tips on how to use Indigo and the Indigo exporters
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Whaat
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SkIndigo Video Demonstration: Bump map without albedo map

Post by Whaat » Sat Dec 22, 2007 3:32 am

Here's a very short video of how to position a bump map on a material that does not have a SU texture applied to it. This technique forms the basis for using multiple UV sets in SkIndigo. If you can master this feature, you can create some incredibly realistic and complex materials!


EDIT: Part 2 - Adding a clip map using a different UV set.
Attachments
SkIndigo Adding a Clip Map.zip
Part 2 - Adding a clip map
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SkIndigo Introduction to UV Mapping.zip
Introduction to SkIndigo UV mapping
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ZYX
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Post by ZYX » Sun Dec 23, 2007 3:37 am

Thanks very clear.

Stinkie
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Post by Stinkie » Mon Dec 31, 2007 7:48 pm

Thanks alot, Whaat. These are very instructional.

Happy New Year.

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Pibuz
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Post by Pibuz » Wed Jan 02, 2008 7:56 am

Thank you from me too!
It's essential stuff for anyone who like me is starting! :D

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ZYX
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Post by ZYX » Mon Jan 07, 2008 1:11 pm

I understood the basic process of UV mapping but i get confused with index saves. I have some questions, please help me with this...

1. When you have to save in a different index and in the same and how can that affect the model?
2. The 'order' in wich textures will be displayed depends on the index, on the order you assign them or on other stuff?
3. Can you do a simple tutorial with less textures? (i mean instead of the brick, the moss, the grafitti and other stuff just do the brick and the grafitti or the brick and the moss.)

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Whaat
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Post by Whaat » Tue Jan 08, 2008 2:32 am

ZYX wrote:I understood the basic process of UV mapping but i get confused with index saves. I have some questions, please help me with this...

1. When you have to save in a different index and in the same and how can that affect the model?
Not sure what you mean. It doesn't matter what index you save to. It's up to you. You can store up to 4 UV sets PER FACE.
2. The 'order' in wich textures will be displayed depends on the index, on the order you assign them or on other stuff?
There is no 'order' for texture display. The index number has no affect on how textures are displayed. You can use any index number you like.
3. Can you do a simple tutorial with less textures? (i mean instead of the brick, the moss, the grafitti and other stuff just do the brick and the grafitti or the brick and the moss.)
Possibly but not in the near future. :)

Thanks for the questions!

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xrok1
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Post by xrok1 » Tue Jan 08, 2008 12:36 pm

so are you saying if you put your grafitti in 0 and your brick in 1 it will look the same as grafitti in 1 and your brick in 0?

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Whaat
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Post by Whaat » Wed Jan 09, 2008 10:42 am

yep, the uv index number does not matter. I guess I should have made that clear in the tutorial.

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xrok1
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Post by xrok1 » Wed Jan 09, 2008 1:10 pm

i guess most people; myself included; where looking at it like layers. its hard to understand how it works if its not layered? does it matter which order the materials are applied in? what would keep the bricks ,for example from obscuring the grafiti.

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ZYX
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Post by ZYX » Sat Jan 12, 2008 7:56 am

Another question: If you save a material in the index 0 an then save another material in the same index the second material will overwrite the first one?

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cpfresh
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Post by cpfresh » Sat Jan 12, 2008 5:24 pm

i think it WILL overwrite it if for example you are looking at one face. this one face hsa four positions to save UV data (slots 0-3) so if you have already applied one material to slot 0 and then you apply a second material ALSO to slot 0, it will remove the first set. BUT you would be ok if it is a completely different face. hope this is right AND makes sense.

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ZYX
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Post by ZYX » Sun Jan 13, 2008 5:43 am

Thanks for the help

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