vircadia-native-core
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Feature Request: Allow any material layer to use a second UV map
Currently, only normals, ao, and emssive can use a separate UV map. Allowing this with any material layer expands creative possibilities.
Revisiting and updating tags.
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Now that we are working with Babylon, to achieve parity the interface will need to support 4 UV maps designated individually. This is currently the standard and can be tested (works) by visiting the sandbox and dropping in the GLB file linked below.
Example Blend Blender Shader Setup Example GLB How it looks in Babylon (correct)
Diffuse- No Texture -White - UVMap0 Ambient Occlusion - UVMap1 2x2 repeat (black shading, lack of shadow reveals white text) Emissive - UVMap2 4x4 repeat (green writing Normals- UVMap3 8x8 repeat (popout)
Note: although the shader set is correct for export, blender does not show occlusion textures natively in the principled shader (example above) without mixing them into the diffuse channel with a mixRGB node so the babylon link is more accurate.
Note: Currently as legacy from High Fidelity, Vircadia has coding contained that will automatically put AO, Emissive, and Normal maps on the second UV channel should one be included, however only AO has been functioning in exports from blender 2.8 and forward. This behavior is not standard and should be replaced with the functionality above.
Hello! Is this still an issue?