JCPalmer Posted July 12, 2015 Share Posted July 12, 2015 I finally got Procedural Texture baking in Blender exporter always working. Am now in the process of making code more production ready. Blender exporter right now will pushes out up to 2 UV's. Do not know if I will expand it to up to 6 or not. If you have procedural textures, you are not likely to have UV, so I need to create one. There will be an issue if a material is a composite of an image texture using map 'UV1', with say a noise texture for bump. Right now, I am always adding a map, 'BakingUV', for the noise texture. I see no place in the exporter, or fileLoader.ts where the UV of a Texture is to use is specified. I could only add a UVMap when there was none, but am wondering what I must be missing. Why have 6 UV's, if you never assign textures one? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 12, 2015 Share Posted July 12, 2015 Texture use texture.coordinatesIndex to specify which uv to use (only 0 or 1 are supported for now) uv2-6 are here for people using ShaderMaterial Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted July 12, 2015 Author Share Posted July 12, 2015 Ok. coordinatesIndex was hardcoded to 0 in the exporter, so no one was likely using UV2 in Blender. Will fix this at the same time. Quote Link to comment Share on other sites More sharing options...
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