How do I use 2 custom UV unwraps in a material setup?

Hi,

I’m trying to make a new procedural dynamic sky material for my game. I made a skydome mesh with using 3ds max. In order to obtain two different size of texture maps, I used 2 uv channels, first’s for sky texture and stars, second one is for moon. Everything has gone fine until I started to make moon part and I couldn’t solve problem. I got expected result on second uv channel which has been prepared for moon, but this channel effects other channel also, that’s problem.

Ss’s:

Gallery: http://postimg.org/gallery/81l0xc7a/6df76af8/

Results:


Material:

Thank you all in advance.

Hey Burak,

Your images aren’t showing up. Would you mind attaching them? Thanks!

Hi ,

Thank you for information, I re-uploaded them, also here is another mirror:
http://postimg.org/gallery/81l0xc7a/6df76af8/

Hi Burak,

Looking at images you’ve provided you would definitely need to use a mask for your Moon. However, setup you’re using for having two UVs for texture is not something that would work as it’s setup.

In order for that to work you would need to either assign certain polys on your model to be assigned to a second element within your 3D software or you would need it to be a separate mesh that is attached to your main model. This video will show you how to use a Multi Sub-Object Material for your mesh.

If you have any questions I will try to direct you to some information that will assist you or provide an answer.

Thank you!

Tim

Hello Tim,

Thank you for your nice answer, I solved issue by applying mask on moon texture, which I prepared it to be compatible with multi sub-object materials, as like you said. I appreciated.

Thank you very much.

Burak