parralax mapping on multiple different materials in a mesh

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esaptonor
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Joined: Sat May 06, 2006 11:59 pm

parralax mapping on multiple different materials in a mesh

Post by esaptonor »

I dont know if this is a begginer question or not, but i am a begginer, so here it goes.
i have read the parralax mapping tutorial, and started to play around with it, but i found that when i created a mesh with other materials, not just the color and normal maps, then they didn't show up at all. the color and normal maps were in there place.
How do i stop this from happening, and how do i make say 3 different bump or parrallax maps for 1 mesh, with them all working at the same time?
Like a level, if i had a big static geometry level, but with different textures all over the place, and different bump maps all over the place...and its all one big mesh, how do i make all the materials work rather than the entire level being the material, which is what happened when i attempted this.
thanks heaps,
esaptonor
hybrid
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Post by hybrid »

I think it would go like this: Identify the mesh buffers you want to make bumpy. Then add them to a new temporary mesh. You convert this mesh to a tangent mesh and either add them back to the original one, or just leave them in their separate mesh. There is currently no other possibility as manipulators work on the mesh level, not mesh buffers.
SmOrliwiz
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Post by SmOrliwiz »

I am having the same problem.
And I wondered if it isn't possible to have some kind of texture filter, where you can define a certain texture "acting" a certain way?

Or is this already possible and I haven't found it?
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esaptonor
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Post by esaptonor »

im not sure i fully understood what you said hybrid, but thanks anyway, i shall investigate that.
What about just having a wall say, and the lower half is bump mapped, and the top half is just a flat color, how do i do that? When i follow what the per pixel lighting example does, the entire wall segment gets bump mapped, regardless of what i originally did within anim8or.
sudi
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Post by sudi »

I know a better way...wait just a little bit more and then use anim8or to build and texture ur level.....because then i will have added bumpmap support...
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
hybrid
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Post by hybrid »

Well, I also added bump map support for 3ds, lwo, obj+mtl nd others, but I think they are all not correctly working because I got tired with manually copying all nodes of a mesh buffer and calculating the tangents in my own code. It's really annoying that all these things require so much vertex copying.
Here are some more details on what you should do: If you have an object with different materials you have the subobjects with the same material in separate mesh buffers. There are no ways to access these buffers other than just counting and guessing the right number. So try it out which number you need. Then, create a new mesh, add the mesh buffer to this mesh, convert the mesh with a mesh manipulator to a tangent mesh, change the material and the textures, and add the mesh buffer back to your original mesh (you might have noticed already that you really need to remove the old mesh buffer to avoid doubled object structures). But I'm not sure if it works like this. I think this material would need some more user friendly behavior.
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