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That's parallax occlusion mapping most likely, but, yeah, I may add support for that pretty soon!
9 years ago
There's already parallax mapping, or did you mean something else?
You can still assign the same coordinate to all verts in a specific UV channel, eg:
mesh.uv1 = new Vector2[]{
new Vector2( shininess, somethingElse );
new Vector2( shininess, somethingElse );
new Vector2( shininess, somethingElse );
...
}
I can prioritize this for the next update
You can't access specific UVs, you only have access to the barycentrically interpolated UV of the triangle currently being rendered, for the specific channel you're accessing, so I'm afraid this isn't possible.
It's not really possible to do that at the moment. You can get halfway using the face sign node and opacity clip, but other than that you can't do static branching with things like Z writing and so on, which you would want if you were to toggle between transparent and non-transparent
Then you simply use the U and V components of the UV coord node.
Don't change it in the material, put that information in the UV channels of the vertices in the mesh
In that case I have no idea why you would get that error in the first place, there shouldn't be any line ending discontinuity as far as I know
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