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  1. Hello, I'm using unigine 2.3. I have an object made with 3dsmax which is skinned with the skinned modifier. I'm trying to import the .mesh of the skinned object into the engine. My issu is that I'm loosing the Smooting groups/ Vertex normal information. It works normally if I import de object without the skinning. I would really appreciate any help on this one :)
  2. Hi, we are writing a custom deferred shader and we want to supply the normal in World Space, not Tangent Space. How can we achieve this? We do not want the value we supply in gbuffer.normal to be interpreted as if it was in Tangent Space. /roberto
  3. Hi, When loading my created mesh objects which I saved before there are no normals anymore in the mesh object. Here is a reproducer: { auto mesh = Unigine::Mesh::create(); mesh->addSurface("0"); mesh->addVertex(Unigine::Math::vec3(1.f, 1.f, 0.f), 0); mesh->addVertex(Unigine::Math::vec3(1.f, 0.f, 1.f), 0); mesh->addVertex(Unigine::Math::vec3(0.f, 1.f, 1.f), 0); mesh->addNormal(Unigine::Math::vec3(0.f, 0.f, 1.f), 0); mesh->addNormal(Unigine::Math::vec3(0.f, 0.f, 1.f), 0); mesh->addNormal(Unigine::Math::vec3(0.f, 0.f, 1.f), 0); mesh->addIndex(0, 0); mesh->addIndex(1, 0); mesh->addIndex(2, 0); auto numVertex = mesh->getNumVertex(0); auto numNormals=mesh->getNumNormals(0); std::cout << numVertex << numNormals << std::endl; mesh->save("hello.mesh"); } { auto mesh = Unigine::Mesh::create("hello.mesh"); auto numVertex = mesh->getNumVertex(0); auto numNormals = mesh->getNumNormals(0); std::cout << numVertex << numNormals << std::endl; } It affects versions 2.7.2.1 to 2.8.0.1. Thanks, Sebastian
  4. Hi again! I'm continuing to work on an understanding of the Unigine LandscapeTool and find how we can best utilize new features for our projects. I'd like to be able to source custom normal maps from WorldMachine for my geo-referenced landscape, however there doesn't seem to be an option for it within the tool. I did notice, under Height(elevation) parameters, there is an adjustment tool for Normal Lods. Should I simply be using a higher density elevation source to get the normals I want, or is there another way to go about adding custom normals? Thank you!
  5. Hey everyone, I'm hoping you can help me. I'm a user of Maya and Max 2014 and I'm having issues with exporting a model plane correctly. I've attached images to help explain my issue. The plane looks correct in the editor when the diffuse and spec maps are applied (Capture5.png), but when I apply the normal map, lots of lighting issues seem to pop up on the model (Capture4.png). In UV channel 1, there are overlapping UVs and some inverted UVs, but I'm doing this to save texture space. Am I right in thinking that as long as the UVs are not overlapping or inverted in channel 2, this should be OK? Also, as a Maya user, I noticed that I'm unable to specify UV channel 1 or 2 when exporting using the Maya plug in. Is this intended, or will there be future updates to resolve this? Thanks a lot for your help! Greg
  6. [SOLVED] Mesh Export Normal BUG?

    Hi! Unigine!! I found bug. See Attach File. I Export Mesh. First Local Position 0, 0, 0. Second Local Postion more than 10000 Value... Result is Picture... Max Export is Same Result... If Local Position 0,0,0, then output is good!!! But Local Position Over Than 10000, then output is bad...
  7. [SOLVED] Normals and lighting

    Hi, I have a model which is a flat surface (two triangles) with a simple grey diffuse texture. I clone the model four times and place them connected to each other. Everything looks perfect with any light condition, thank you guys. Then I turn one of the tile to 180 degrees. Because I did not change an angle of normals and my texture is a solid grey color, I would expect to see the same color for all tiles but this is what I've got Why does the surface change its color? Any idea? Steps to reproduce: 1. replace "data\library\worlds\materials\probes.cpp" by attached file. 2. run "demos\library_materials_d3d11.bat" 3. observe different color on tiles. probes.cpp: #include <library/scripts/materials.h> void create_scene() { // create a mesh { ObjectMeshDynamic mesh = new ObjectMeshDynamic(); mesh.addVertex(dvec3(0, 0, 0)); mesh.addTexCoord(dvec4(0, 0, 0, 0)); mesh.addVertex(dvec3(2, 0, 0)); mesh.addTexCoord(dvec4(0, 1, 0, 0)); mesh.addVertex(dvec3(0, 2, 0)); mesh.addTexCoord(dvec4(1, 0, 0, 0)); mesh.addVertex(dvec3(2, 2, 0)); mesh.addTexCoord(dvec4(1, 1, 0, 0)); mesh.addIndex(0); mesh.addIndex(1); mesh.addIndex(2); mesh.addIndex(3); mesh.addIndex(2); mesh.addIndex(1); mesh.setMaterial("mesh_base", 0); mesh.setMaterialTexture("diffuse", "grey.dds", 0); mesh.updateNormals(); mesh.updateTangents(); node_save("my.node", mesh); delete mesh; } { ObjectMeshDynamic mesh = node_load("my.node"); mat4 mat; mat.m00m01m02m03 = vec4(1, 0, 0, 0); mat.m10m11m12m13 = vec4(0, 1, 0, 0); mat.m20m21m22m23 = vec4(0, 0, 1, 2); mat.m30m31m32m33 = vec4(0, 0, 0, 1); mesh.setTransform(mat); engine.editor.addNode(class_remove(mesh)); } { ObjectMeshDynamic mesh = node_load("my.node"); mat4 mat; mat.m00m01m02m03 = vec4(1, 0, 0, 2); mat.m10m11m12m13 = vec4(0, 1, 0, 0); mat.m20m21m22m23 = vec4(0, 0, 1, 2); mat.m30m31m32m33 = vec4(0, 0, 0, 1); mesh.setTransform(mat); engine.editor.addNode(class_remove(mesh)); } { ObjectMeshDynamic mesh = node_load("my.node"); mat4 mat; mat.m00m01m02m03 = vec4(1, 0, 0, 0); mat.m10m11m12m13 = vec4(0, 1, 0, 2); mat.m20m21m22m23 = vec4(0, 0, 1, 2); mat.m30m31m32m33 = vec4(0, 0, 0, 1); mesh.setTransform(mat); engine.editor.addNode(class_remove(mesh)); } { ObjectMeshDynamic mesh = node_load("my.node"); /* mat4 mat; mat.m00m01m02m03 = vec4(1, 0, 0, 2); mat.m10m11m12m13 = vec4(0, 1, 0, 2); mat.m20m21m22m23 = vec4(0, 0, 1, 2); mat.m30m31m32m33 = vec4(0, 0, 0, 1); mesh.setTransform(mat); */ mat4 mat; mat.m00m01m02m03 = vec4(-1, 0, 0, 4); mat.m10m11m12m13 = vec4(0, -1, 0, 4); mat.m20m21m22m23 = vec4(0, 0, 1, 2); mat.m30m31m32m33 = vec4(0, 0, 0, 1); mesh.setTransform(mat); engine.editor.addNode(class_remove(mesh)); } return "Gold, silver, metal, car paint, concrete, stucco, tile, glass, rubber"; } probes.cpp
  8. Normal Mapper issue

    No matter what I do, I get this: http://i.imgur.com/b5LP8.png Normal map bakes fine in Blender.
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