• Advertisement
Sign in to follow this  

UV Mapping in .fx for 3ds Max

This topic is 1923 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts


Recently I was creating a multi-texturing shader file able to output 2 UV channels. The purpose of this is to be able to combine the 2 images and mapping it onto separate channels in 3ds max. I managed to achieve the first part of combining the 2 textures(getting the multi-texturing effect), but I did not manage to separate it into 2 UV channels to use in max.

Example Scenario:

-Applying the multi-texturing.fx on a cube
-Relaxing the cube to change it from a 3D shape to a flat map
-Editing the UV mapping coordinates of 1 part of the map(1 side of the cube) to cause a different "look" for that side of the cube
-Desired Outcome: 1 side of the cube appears different from the others

-Currently, if I try to edit 1 side of the cube, it either does not change at all, or all 6 faces of the cube changes with it.
-This is caused by the UV channel 2 (from the second image) is the same as UV channel 1(from the first image)


struct OUTPUT
float4 Pos : POSITION;
float4 TexCoord : TEXCOORD0;
float4 TexCoord2: TEXCOORD1;

Currently, I am trying to find a way to achieve multi-texturing while being able to control both UV(the first and second image). Anyone have a solution for this? Thanks in advance! Edited by Desperate-

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement