Hello
I have a mesh that makes use of 2 UV channels:
- Channel 0 - dedicated to color maps
- Channel 1 - dedicated to a normal map
The imported mesh shows all channels containing valid data:
Channel 0 - color maps
https://dl.dropboxusercontent.com/u/99282042/secondUVChannelProblem/UV0.PNG
Channel 1 - a normal map
https://dl.dropboxusercontent.com/u/99282042/secondUVChannelProblem/UV1.PNG
Channel 2 - generated lioghtmap coordinates
https://dl.dropboxusercontent.com/u/99282042/secondUVChannelProblem/UV2.PNG
I created a simple material that references those channels:
https://dl.dropboxusercontent.com/u/99282042/secondUVChannelProblem/Material.PNG
Unfortunately something’s wrong. The model rendered with that material looks flat. The nasty seam running through the middle is a result of how the model was made ( a mirror modifier was used ).
It’s looks as if the normal maps wasn’t taken into account at all.
https://dl.dropboxusercontent.com/u/99282042/secondUVChannelProblem/carInUE4.PNG
For comparison, this is how the model looks like in Blender, with the normal map included:
https://dl.dropboxusercontent.com/u/99282042/secondUVChannelProblem/carInBlender.PNG
I tried switching off the normal map in Blender, and I got the exact same result as in UE4, that’s why I suspect that the coordinates from the 2nd UV channel are not referenced.
What makes me certain that that’s the root of the problem is that the generated coordinate map preview in the dedicated TexCoord node shows a constant value (0,1) all over:
https://dl.dropboxusercontent.com/u/99282042/secondUVChannelProblem/oddChannelIndexProblem.png
Cna anyone help me explain this mistery? Can UE4 handle meshes with more than 1 UV channel?
Appreciate all the help I can get!