oFusion material map channel is 0+ but UVW map channel is 1+

PDX

18-07-2007 21:02:48

Quick question: in looking at normal mapping, and the tutorial (with the torus) that showed me how to do normal mapping in oFusion, I noticed something odd: in the oFusion material, the map channel can be set as low as 0, but in 3ds Max an object's Map Channel can only go as low as 1.

In this particular file I get a functioning normal map when I set the oFusion material to Map Channel 0, and the torus' Map Channel to 1.

It appears that 0 in the oFusion material Map Channel corresponds to 1 in the object's Map Channel. Is this just a disconnect as far as counting method? I do know that programmers, unlike the rest of us, like to start counting at 0. :)

Evak

18-07-2007 21:33:50

I think thats just because Ogre and Shaders start at 0, whilst 3dsmax starts at 1.

So if you take that into consideration, then all will work fine.

PDX

18-07-2007 22:37:36

Thanks for the reply, Evak. I figured it was probably something like that.

At best, it's a minor annoyance, that takes a tiny bit of attention to keep it from messing things up. Yet I could see it being easy to miss.

At worst, it can totally trip up a newbie like me. As I think it did earlier when I was first looking into lightmapping. I had the oFusion material set to 3, and the Max UVs set to 3. Not surprisingly - knowing what I know now - it wasn't working the way I expected it to.

It now seems that I needed to have the oFusion material mapping channel set to 2, and the Max object mapping channel set to 3. I really had no way to know this (because I hadn't yet happened to try to set both to 0), and thinking that I had the channels set correctly, I set about trying out all the other things I thought might be wrong. (Including closing and reopening the file, because I'm always suspicious that the viewport might not be refreshing correctly.)

Anyway, I'm not griping, just assuming there might be value in pointing out things like this.