Operating system : Windows XP RAM : 4Go Computer model : Dell XPS Processor : DualCore Graphic card Type : PCI-E Card name : Nvidia Video memory : 256 Mo Quiktime : 7.5 Network card : ethernet
I am attempting to implement UV mapping on some objects and have had success with textures but I would like to UV map a shader (with all the bump, normals, etc. included). Has anyone done this?
First message : 2009-09-02 03:06:29 Operating system : Windows Vista RAM : 4Go Computer model : Custom Ibuypower Processor : QuadCore Graphic card Type : PCI-E Card name : Nvidia Video memory : Quiktime : 7.5 Network card : ethernet
I don't believe this is possible with many types of organic geometry. Artlantis cannot map UV's that aren't quite basic. If you can't get the shader projection to work properly through Artlantis then you might be able to create the UV's in a modeling program then try dropping the shader on the object back in Artlantis and setting the projection to UV. I'm not sure how well this would work because I don't think you can adjust the size of the UV mapping size, might be worth a shot though!
Operating system : Windows XP RAM : 4Go Computer model : Dell XPS Processor : DualCore Graphic card Type : PCI-E Card name : Nvidia Video memory : 256 Mo Quiktime : 7.5 Network card : ethernet
Artlantis actually maps organic or any other form quite nicely provided the UV's have already been created in another program and exported to a .obj. Open the .obj with Artlantis and the UV's are right where you want them. Save as a .aof and the UV's are preserved. At that point it seems that one can drop any equivalent sized texture on the object and Artlantis will maintain the same UV coordinates. This only seems to work for textures though, if I use a shader built on the same texture maps the UV coordinates do not apply correctly. I am developing an object library that includes variable shaders for each object and a few of those objects would benefit greatly from UV mapping if I can get the shaders to follow the UV points.
Operating system : Windows XP RAM : 4Go Computer model : Dell XPS Processor : DualCore Graphic card Type : PCI-E Card name : Nvidia Video memory : 256 Mo Quiktime : 7.5 Network card : ethernet
OK, so I just figured out that shaders will follow the UV points. My problem was that the scale was being thrown way off (I had to scale the UV mapped shader down 5%). I'm sure I just need to tweak some conversion settings since the model is scaled properly. I'll post back when I get a handle on things.
BTW_ If you want to see some very "organic" UV mapping at work in Artlantis, ArchiRadar has some incredible 3d people available for download.