So, I understand how UVW mapping works and how the U and V axis relate to the X and Y axis and whatnot, but...what IS the W axis? Is there any cool stuff we can do by messing around with it? I assume it comes into play with '3d textures' (don't know if this is an actual term) like cubemaps. Anyway, just curious about what…
I remember you talking about this. How far do you push it on W for it to be ignored? As for hassle, I guess it's just a matter of finding or making tools to let you manipulate W as paintable vertex data. Then you also need an exporter that stores W instead of tossing it. And an importer for the engine that reads the W data.
Yep, W is the depth axis, like Z is to XY. Useful for 3D textures. Gets in the way sometimes if you're trying to Weld but your W distance is greater than your UV distance. I vaguely remember someone had a cool W trick for something or other. Sorry, maybe they'll repost...
Yeah, that's exactly what I thought. Maybe offsetting the UVW mapping along the W axis could be used to create some sort of interesting effect on an asset that uses a cubemap or something?
it's handy for render to texture/baking when you have uv islands on top of each other, rather than ofsetting the uv's by 1 , you can just adjust the w depth. I posted this yonks ago and its a very handy trick.
Hmm, now we're getting somewhere. Weights for animated vertex shaders too (rippling water or waving flag come to mind). Still, is it worth the hassle? Do vertex colors add that much memory overhead to make it worth the trouble of authoring this stuff into the W channel?
Well, cubemaps don't use W. I guess you could store other data there, but most exporters and engines simply strip it out. Maybe you could store something like vertex alpha there... monochrome per-vertex info. Physics info comes to mind (friction or bounciness or whatever), or sound data (dirt sound vs. rock sound).