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+Multi-Texturing in Maya.
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+
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+A good rule of thumb is to create your Multi-Layered shader first to get an idea of what kind of blendmode you want. You can do that by using Maya's kLayeredShader.
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+
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+Following blendmode from Maya is supported directly in Panda.
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+"Multiply" => "Modulate"
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+"Over" => "Decal"
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+"Add" => "Add"
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+
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+More blendmodes will be supported very soon. You should be able to pview this change if you restart Maya from the "runmaya.bat" (or however you restart maya).
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+
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+Once the shader is setup, you should create the texture coordinates or uvsets for your multitexture. Make sure, the uvset name matches the shader names that you made
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+in the kLayeredShader. For Example, if the two shaders (not the texure file name) in your kLayeredShader are called "base" and "top", then your geometry (that will have
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+the layeresShader) will have two uvsets called "base" and "top".
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+
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+After this you will link the uvsets to the appropriate shaders.
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+A reminder note: by default the alpha channel of the texture on the bottom is dropped in the conversion. If you want to retain the alpha channel of your texture,
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+please make a connection to the alpha channel in Maya when setting up the shader (alpha on the layerShader will be highlighted in yellow).
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