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I need a way to uv map a mask onto a mesh2 object. Part of the mesh2
object has uv coords. and the other parts don't. I am currently uv
mapping a image_map to get its color. Now I want to apply a normal map
to places that I don't mask out with a uv mapped masked. Also the same
normal map will be applied to places that don't have uv mapping coords.
Here is some sample code that I have.
mesh2{
vertex_vectors{...}
normal_vectors{...}
uv_vectors{...}
texture_list{
2,
texture{ // part that has uv coords.
normal{
// This needs to only appear where a mask tells it to.
// It must also appear the same size as the normal
// below in the other texture node and use the same
// scale value
boze scale 0.02
}
pigment{uv_mapping image_map{jpeg "image.jpg"}
}
texture{ // all parts without uv coords.
normal{bozo scale 0.02}
pigment{color rgb <1,1,1>}
}
}
face_indices{...}
normal_indices{...}
uv_indices{...}
}
I have tried doing this, but this of course changes the scaling of the
normal boze. I just recently learned this thanks to Thorsten Froehlich.
normal{uv_mapping image_pattern{tga "mask.tga"}
normal_map{
[0.5 bozo scale 0.02]
[0.5 quilted] // just to see if the mask works, it does
}
}
P.S. I posted this in general on April 14th, but I have not got any
response so I figured I would give the advanced people a try at it.
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