diff --git a/panda/src/doc/howto.multi-texture-in-maya.txt b/panda/src/doc/howto.multi-texture-in-maya.txt new file mode 100755 index 0000000000..2bf2717c35 --- /dev/null +++ b/panda/src/doc/howto.multi-texture-in-maya.txt @@ -0,0 +1,21 @@ +Multi-Texturing in Maya. + +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. + +Following blendmode from Maya is supported directly in Panda. + +"Multiply" => "Modulate" +"Over" => "Decal" +"Add" => "Add" + +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). + +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 +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 +the layeresShader) will have two uvsets called "base" and "top". + +After this you will link the uvsets to the appropriate shaders. + +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, +please make a connection to the alpha channel in Maya when setting up the shader (alpha on the layerShader will be highlighted in yellow). +