Vertex Normals and UV2

Vertex Normals and UV2

johnruiz09
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Message 1 of 6

Vertex Normals and UV2

johnruiz09
Observer
Observer

Hello,

 

So in Unity I came across a problem with a Toon Shaders outline and hard edges on my mesh (they have to be smoothed for the toon outline to not break). Luckily, there's a tool in Unity to generate a new mesh to fix this problem. It can stores smoothed normal info in the meshes vertex colors, tangent, and uv2 channels. 

 

Basically, I'd like to know if i can avoid using this tool and do it in Maya. I just don't know how to store vertex normals info in uv channels. 

 

I have my regular mesh, I'll duplicate a new one and smooth all the normals, but how do I store this info in uv2 or even vertex colors. 

 

Hopefully, this is understandable. I appreciate any help, or links to useful info.

 

Thanks

John

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Message 2 of 6

sean.heasley
Alumni
Alumni

Hi @johnruiz09 

 

You could make a second UV set and apply the changes there but I'm not 100% sure if the changes to the mesh normals will be stored in the second UV channel.

 

Multiple UV channels are generally used for UDIMs or lightmaps.

 

 

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Message 3 of 6

sean.heasley
Alumni
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Hi @johnruiz09 

 

Just wanted to check in to see how things were going. Are you still having this issue?

 

If your issue is resolved, please click Accept as Solution on the posts that helped you so others in the community can find them easily.

 

 

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Message 4 of 6

johnruiz09
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Observer

I did try this but unfortunately didn't work 😕

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Message 5 of 6

sean.heasley
Alumni
Alumni

Hi @johnruiz09 

 

Ah ok in that case I don't believe that functionality works with Maya although it is interesting to see that Unity has it. I'll have to look into it more and how it works in Unity to see if we have anything planned to add a similar feature in the future.

 

 

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Message 6 of 6

johnruiz09
Observer
Observer

Yea the tool is actually through an asset called Toony Color Pro 2. I wonder if a Mel Script can do what this script is doing.

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