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texturepacking [2020/08/10 10:52] – croft | texturepacking [2023/04/03 18:39] (current) – steph.jorgensen | ||
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- | ======Texture | + | ======Texture |
During [[expgame|game format exporting]], | During [[expgame|game format exporting]], | ||
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The Modeler comes with a number of different texture packers for various engines, depending on which version of the Modeler you are using. You can edit these or even make your own if you need something different. | The Modeler comes with a number of different texture packers for various engines, depending on which version of the Modeler you are using. You can edit these or even make your own if you need something different. | ||
- | {{ ::texture_packing.png? | + | {{texture_packing.png? |
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All texture packers are stored on disk in the <apps install>/ | All texture packers are stored on disk in the <apps install>/ | ||
+ | | < | ||
+ | | | ForceTextures - Sets whether a texture is to be written even if it is empty or a solid color. This will make a very tiny texture instead of full-res to save of texture memory. If false, the color will be saved into the mesh, if possible.|| | ||
+ | | < | ||
+ | | | Type - The type of data to write to disk or in the mesh/ | ||
+ | | | MipGenerationFlag - Can be " | ||
+ | | | Skip - Skip this texture entirely. Omitting a Texture tag will also skip it. | | ||
- | The shader file is similar to a [[rendermodes|render mode]] shader, where you are writing a single function called by a bigger shader. However, for texture packing you will implement a TexturePacking() function whose input and output is a little different. | + | |
+ | |||
+ | |||
+ | The shader file is similar to a [[rendermodes|render mode]] shader, where you are writing a single function called by a bigger shader. However, for texture packing you will implement a TexturePacking() function whose input and output is a little different. The input consists of all of the maps from the material, already with texture/ | ||
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}; | }; | ||
- | =====Custom Example===== | + | =====Custom |
+ | |||
+ | In this example texture packer, we will write color and opacity into one texture, and normal and gloss into another. Our game requires normal maps with green flipped the other way from the SpeedTree Modeler (which is a common change to make). | ||
+ | |||
+ | The XML file that describes this texture packer should be saved into a file called "Example.xml" in the <app install>/ | ||
+ | |||
+ | <?xml version=" | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | </ | ||
+ | |||
+ | |||
+ | The shader itself should be saved into a file called " | ||
+ | |||
+ | void TexturePacking(STexturePackingInput sInput, inout STexturePackingOutput sOutput) | ||
+ | { | ||
+ | // color/ | ||
+ | sOutput.m_vTexture0 = float4(LinearTosRgb(sInput.m_vColor), | ||
+ | |||
+ | // normal/ | ||
+ | sInput.m_vNormal.b = 1.0 - sInput.m_vNormal.b; | ||
+ | sOutput.m_vTexture1 = float4(sInput.m_vNormal, | ||
+ | } | ||
+ | |||
+ | |||
+ | Once these files are saved, the new " | ||
+ | |||
+ | {{texture_packing_gui.png? | ||
+ | |||