aenderlara,
@aenderlara@mastodon.social avatar

Did not check to much into it, but there is not UV3 in shaders or I am wrong?

aenderlara,
@aenderlara@mastodon.social avatar

Just learned that is possible get even to UV10 if you want to call it that way, but there is a trick.

https://github.com/godotengine/godot-docs/issues/8240

In the link there is kind of better explanation but basically UVs after 2 are CUSTOM0(UV3 = CUSTOM0.xy and UV4 = CUSTOM0.zw)

aenderlara,
@aenderlara@mastodon.social avatar

Looks like MeshDataTool do not support CUSTOM* back to just UV and UV2

I dont want to continue looking into this for now, but MeshDataTool is unfortunately something the project use to deform some models and is needed at the moment, but this open my head about another type of workflows for more detailed models and places.

shuvit,
@shuvit@mastodon.social avatar

@aenderlara When using gltf, you can use up to 8 channels using CUSTOM built ins. https://github.com/godotengine/godot-docs/issues/8240

https://github.com/godotengine/godot/pull/52504

aenderlara,
@aenderlara@mastodon.social avatar

@shuvit well, that looks really straight forward gonna try later today. Thabk u so much ❤️

aenderlara,
@aenderlara@mastodon.social avatar

@shuvit Yup that work perfectly ❤️

vfig,
@vfig@mastodon.gamedev.place avatar

@aenderlara correct, the standard materials and mesh format only support two UV channels.

but they do support up to four custom per-vertex channels, that can each be either 4xbyte or 4xfloat. see ARRAY_CUSTOM0 in the mesh docs and CUSTOM0 in the spatial shader reference.

aenderlara,
@aenderlara@mastodon.social avatar

@vfig definitely did not understand to much about it, but I would definitely check on it, thank u ❤️

vfig,
@vfig@mastodon.gamedev.place avatar

@aenderlara the difficult part is getting the extra UV channels out of blender and into godot.

i dont think godot’s default importer will let you assign data to custom mesh channels unless you write a script to customise it. but you can extend e.g. its gltf importer through script (ive done this in the past) and i think godots .blend importer can be customised too (but i have not tried to).

aenderlara,
@aenderlara@mastodon.social avatar

@vfig Well it was actually working without extra setup, I just setup the UV3 and 4 like this in Blender and Godot GLTF2 importer just bring the thing as CUSTOM0 xy and zw without extra setup.

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