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How to import 3DSMax object with MultiChannel textures

Discussion in 'Asset Importing & Exporting' started by CMDR_DISCO, Jan 6, 2022.

  1. CMDR_DISCO

    CMDR_DISCO

    Joined:
    Feb 10, 2019
    Posts:
    8
    I would like to use multi channel in textures. I am using the built in renderer. The channels would have different texture coordinates. For example, in 3DS Max, the main texture would be set to "Planar" with repeat factor of 64. The grime texture would be a small texture with repeat factor of 1 (not repeating).

    How do I import this and how do I use it in Unity? I dont see multiple textures in the Standard Shader? Does the standard shader not support this? Would I have to role my own? If so, how would I access the multiple texture coordinates from the shader assuming I can even import it?

    Thanks.
     
  2. DimitriX89

    DimitriX89

    Joined:
    Jun 3, 2015
    Posts:
    550
    Unity only supports 2 UV coordinate channels per mesh, if nothing changed. And for any unusual shader set-ups, you'll have to look into writing your own Surface shader (Create - Shader - Standard Surface Shader), it allows you to take the standard shader as a base and customise the inputs it uses (add more texture slots, use specific channel of a texture to drive a specific value and so on)
    https://docs.unity3d.com/Manual/SL-SurfaceShaders.html
    https://docs.unity3d.com/Manual/SL-SurfaceShaderExamples.html
     
  3. CMDR_DISCO

    CMDR_DISCO

    Joined:
    Feb 10, 2019
    Posts:
    8
    Hi Dimitri
    Hi Dimitri,

    Thanks for the answer. Regarding 2 UV coordinate channels per mesh, do you know if the 3DS Max exporter outputs those in a format Unity can pick up?
     
  4. DimitriX89

    DimitriX89

    Joined:
    Jun 3, 2015
    Posts:
    550
    *.FBX should support multiple UV channels. I think you'll need to check the model's import settings in Unity to use second UV. "Generate Lightmap UV" should be unchecked