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Import FBX into Modeler, UV0 is used for lightmap.

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  • Import FBX into Modeler, UV0 is used for lightmap.

    I have FBX files, each is a cluster of quads.

    FBX file 1:
    UV0/1: All quads are unwrapped.
    FBX file 2:
    UV0: All quads overlap.
    UV1: All quads are unwrapped.
    FBX file 3:
    UV0: All quads overlap.
    UV1/2: All quads are unwrapped.

    Import these FBX files into Modeler as mesh assets to make multiple clusters, assign each mesh as Leaf Geometry, see the Lightmap.
    Mesh 1:
    All quads are unwrapped.
    Mesh 2:
    All quads overlap.
    Mesh 3:
    All quads overlap.

    Conclusion:
    It uses UV0 as lightmap UV.
    Last edited by macrod; 05-18-2015, 02:14 AM.

  • #2
    Hey there,

    Do you have a specific question in regards to your conclusion?

    Regards

    Comment


    • #3
      Hi, it's easy to see from the 1st post that, you either get the leaf quad UV (lightmap UV will overlap) only or the fully unwrapped lightmap UV only (diffuse UV will be a mess), from UV0, there's no way to have both.
      Last edited by macrod; 05-18-2015, 09:49 PM.

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      • #4
        Hey there,

        Yes, you are correct. You cannot have overlapping UVs in UV0.

        Comment


        • #5
          Leaf quads initially shared the same 0~1 UV, so before compilation, they use the same non-atlas leaf diffuse texture <-- we definitely need this, however, we won't want this UV used for lightmap.

          Comment


          • #6
            Hey,

            At this point there is no way to reassign the lightmap UVs. SpeedTree uses UV0 for the lightmap. If you have overlapping UVs in UV0, the lightmap will not work.

            I have logged your need for consideration.

            Regards

            Comment


            • #7
              That means, if you want to replace a Count 2 frond with a mesh frond, and utilize two-sided frond mesh for lighting, you need to repeat the diffuse texture 4 times.

              Comment

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