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Posted

I found this on the unity forums.

 

Usually a shader uses the same set of UV cooordinates for the mainTexture as well as the normal map. However you can write / modify a shader to use a different uv channel for the normal map. That way you can change the UVs for the main texture but you will keep the UVs for the normal map.

 

Does anyone know if this is true for DCS 1.xxx. I notice that all the aircraft models I have seen use the same co-ordinates for Diffuse, Specular, and Normal. Is this just a habit or is this a requirement for DCS?

 

From a presentation perspective there would be some benefits for being able to use unique co-ordinates for diffuse, normal and specular maps on a single object.

 

  • With a Diffuse map you could aggregate many UV regions by base color and save the map space for clean paint edges and stuff like that.
     
  • With Normal map you could have scale up certain UV regions that need the map space for surface detail and scale down UV regions that can't benefit from having more map space.
     
  • Specular (level) and Specular (gloss) could also benefit from unique UV co-ordinate map of their own.

This also makes me if DCS 2.0 will have this kind of capability. A playlist on Wags DCS Youtube channel shows that NTTR buildings being made in 3dMax are made with different UV maps for Diffuse, Normals and Illuminate. I realise this could just be a content creation feature before the

Terrain SDK does it's magic.

Posted

Specular Level, Gloss and Reflection have their own channels in the Specular DDS.

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Posted

Thanks Skatezilla but I think I am asking a different question.

 

I read some stuff in an old thread and now I need to do some testing.

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