Multiple UV sets for meshes and actors - Lumberyard User Guide

Multiple UV sets for meshes and actors

This feature is in preview release and is subject to change.

You can use FBX Settings to import multiple UV sets. With multiple UV sets, you can apply a detail or blend layer map to your geometry using UV sets that are independent of the diffuse, normal, and spec UV sets. With multiple UV sets, you can also apply an animated glow that is independent of other texture maps on a mesh.

Processing multiple UV sets

Lumberyard supports two UV sets per mesh. Asset Processor follows these rules when processing UV sets:

  • If the .fbx file contains one or two UV sets, the UV sets are automatically exported.

  • If the .fbx file contains three or more UV sets, the first two sets are automatically exported, and the remaining sets are ignored.

Materials and multiple UV sets

By default, FBX Settings creates materials for your exported mesh. You must use the Shader Generation Parameters in the Material Editor to specify how the material should use the second UV set.

Follow these steps to apply the second UV set:

  1. In Lumberyard Editor, choose Tools and then Material Editor.

  2. In the left pane, navigate to and select the material to use.

  3. In the right pane, under Shader Generation Params, do the following to apply the second UV set to one of these features:

    • Blend Layer – Select Blendlayer and Use UV set 2 for blendlayer maps to apply the second UV set to the Second Diffuse Map, Specular, Height, Bump, and Blending Map texture slots.

    • Detail Map – Select Detail mapping and Use UV set 2 for detail map to apply the second UV channel to the Detail texture slot.

    • Emittance Map – Select Use UV set 2 for emittance map to apply the second UV channel to the Emittance and Decal texture slots.

Independent tiling and UV sets

On the Second Diffuse Map, you can set independent values for the blend layer's texture inputs (tiling, rotation, and oscillation). Changes to these values don't affect the tiling, rotation, and oscillation values on the first Diffuse Map. In addition, these values aren't applied to the Blend Map. You can use the Blend Mask Tiling parameter under Shader Params to tile the Blend Map.

You can also set independent values for tiling, rotation, and oscillation for the Detail and Emittance map features.

Follow these steps to set independent values for the texture inputs:

  1. In Lumberyard Editor, choose Tools, Material Editor.

  2. In the left pane, navigate to and select the material to use.

  3. In the right pane, do the following:

    • Under Texture Maps, modify the values for Tiling, Rotator, and Oscillator for your diffuse maps.

    • Under Shader Params, modify the Blend Mask Tiling parameter for your blend map.