although there's a basic functionality into XSI2Indigo to export UV coords, i'm trying to provide a new functionality letting the user to specify different materials and different texture proj coords (color UV coords, bump UV coords...and so on) on different portion of the same mesh.
Based on my knowledge above indigo's XML scene description (for onesty i've to say that the ex-provided "xmlmeshtest.xml"...has never worked...and now has disappeared from distro), i've understood that into a standard material definition there the uv_set definition
Code: Select all
<material>
<name>matAll</name>
<phong>
<diffuse>0.8 0.8 0.8</diffuse>
<specular>0.04 0.04 0.04</specular>
<exponent>1000</exponent>
<albedo_texture>
<gain>1</gain>
<exponent>1</exponent>
<uv_set>ColorUV</uv_set>
<path>..\ref_txt.jpg</path>
</albedo_texture>
<bump_map>
<gain>0.01</gain>
<exponent>0.1</exponent>
<uv_set>BumpUV</uv_set>
<path>..\ref_txt.jpg</path>
</bump_map>
</phong>
</material>Code: Select all
<mesh>
<name>sphere</name>
<embedded>
<expose_uv_set>
<index>0</index>
<name>ColorUV</name>
</expose_uv_set>
<expose_uv_set>
<index>0</index>
<name>BumpUV</name>
</expose_uv_set>
<vertex pos='0.0490948 -0.309973 -3.98767' normal='0.0122736 -0.0774924 -0.996917' uv0='0.2875 0.025'/>
<vertex pos='0 -0.313836 -3.98767' normal='0 -0.0784583 -0.996917' uv0='0.2625 0.025'/>
<vertex pos='0 0 -4' normal='-1.10098e-009 2.79614e-010 -1' uv0='0.3875 0'/>
....
....
....
And what happens if i have two materials one with bump one with color texture applied on the same object on different parts and with different uv_set? Does anyone have an idea how the XML scene should look like?
Thanks really in advance for your time spent on this discussion.
Regards, Riccardo.



