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Low Poly model with High Poly Normal Baked map


Rodrix3
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I am creating low poly models from high poly models and baking a normal map that contains the details of the high poly model.
This high poly normal map uses planar UV coords on channel 2.

Then the model has its own tilable texture which has it's own tileable normal map, using tileable UV coords on channel 1.

How can I apply this on a gltf model? Or via code on Babylon?
I need to use one normal map on uv channel 1, and another normal map on uv channel 2.

Is this possible?

And is it possible to have this already preset in the gltf file automatically using 3ds Max Exporter plugin? (assuming the normal map is already baked)

Thanks!
 

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Thanks @Deltakosh for the reply.

That's great news!

However, where should I set the normal texture for planar UV map. On Bump map?
Displacement?

Do you have any link on how to do this?
Thanks so much for all your help. You are making our migration to BabylonJs much smoother.
 

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You have to use a normal card on channel 1, and another on channel 2 as you would with a multiple diffuse textures.

Each channel can receive its diffuse textures, bump, specular, opacity ...

You must also use a multi-material

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that is possible in customMaterial if we add so little changes

and that is release vNormalW from varying type  @Deltakosh most be accept that 

after that you can manage your vNormalW before light and fresnel effect fragcolor 

i have that part in old CustomMaterial  and that not danger at all

 

current code 

// vertex
uniform vec3 normal;

varying vec3 vNormalW;

main(){

   vNormalW = normal;

}

// fragment

varying vec3 vNormalW;

change to

// vertex
uniform vec3 normal;

varying vec3 vNormalW_helper;

main(){

   vNormalW_helper = normal;

}

// fragment

varying vec3 vNormalW_helper;
vec3 vNormalW;

main(){
  // begin 
  vNormalW = vNormalW_helper;

  // vNormalW customizable  here

}

 

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18 hours ago, Dad72 said:

You have to use a normal card on channel 1, and another on channel 2 as you would with a multiple diffuse textures.

Each channel can receive its diffuse textures, bump, specular, opacity ...l

In 3ds Studio Max this is posible? To assign two new bump maps?

Do you have any screenshot or article that shows how to do this? 

Thanks so much in advance!

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What I do I gather all the textures in multi / sub-objects (with the pipette) and then on each slot, I can add a diffuse texture, spectacular, bump, opacity ...  Apply this multi-material to the object.

My version of 3dsmax is in French, but it's the same thing on the English version.

Here are two screenshots :

5ac9ec3fd6e62_2018-04-0812_15_14-Greenshot.jpg.ebd30f1edb437fdd6b3f6608269bb361.jpg5ac9ec4493ba4_2018-04-0812_15_55-Greenshot.jpg.20b318efb1b7cff4c28d7c3193653fee.jpg

Otherwise, in your case, you can use the displacement texture here:

5ac9ee25ca849_2018-04-0812_24_36-Greenshot.jpg.84e9cb124ebc78f05f96b8a213778d91.jpg

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