Hi everyone! By advance, sorry for my syntax errors, english is not my native language and I don’t master it.
I exported a character mesh model from 3dsMax with a multiMaterial attached to it in the intention to seperate the face and the body textures renderings, because I animate the face texture for expressions and the body texture has no changes, excepting after some click events on the scene. You can maybe understand better what I’m talking about here, testing to click on the colored spheres on the ground and wait for the random idle animation face time (in seconds) of the character (sorry if it’s too long to wait, i’ll balance it) :
Searching a way to have dynamic textures rendering changes without clipping, I tried to test the dynamic texture after reading a discussion on the forum about it, but!
When I attach the dynamic texture to the body material, push the body material on the multiMaterial and edit the submeshes indexes to render the both materials, draw the loaded image with the dynamic texture context and update, the body texture is rendering as a black color on my local version and as transparent on this playground :
I surely missed something on the dynamic texture application but I don’t understand what. I tested to play with many attributes of the DynamicTexure Object, delete the multimaterial to test it in a simplest way, trying with .jpg or .png picture but nothing works…
You can uncommented the standard diffuse texture line (54) on the top of the dynamic diffuse texture line (55), comment this last line and run the playground again to see by the good diffuse texture rendering that it’s not either a problem about a wrong image path…
If someone has an idea to solve it, i’m going to be very grateful
Thank you for your attention