SkIndigo Video Demonstration: Bump map without albedo map
SkIndigo Video Demonstration: Bump map without albedo map
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.
EDIT: Part 2 - Adding a clip map using a different UV set.
- Attachments
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- SkIndigo Adding a Clip Map.zip
- Part 2 - Adding a clip map
- (2.44 MiB) Downloaded 818 times
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- SkIndigo Introduction to UV Mapping.zip
- Introduction to SkIndigo UV mapping
- (2.29 MiB) Downloaded 947 times
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.)
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.)
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.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?
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.2. The 'order' in wich textures will be displayed depends on the index, on the order you assign them or on other stuff?
Possibly but not in the near future.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.)

Thanks for the questions!
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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