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Materials enabled tattoo. Omega.


ainst Composer
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You will have to apply additional textures to the gloss and or normal layer... read the notecard in the "misc expample" it tells you how to configure it.

Please be aware that not all bodies will be able to use your design at full functionality.

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Fionalein is right. I'll say it another way.

A relief denotes 3D or a raised portion, if that is what you mean you need to add a normal map to your tattoo. The specular part is the shinny. We see more skin features that use diffuse, normal, and specular maps to create the desired effect. A number of mesh bodies allow the use of all three.

We can do things with our mesh attachments that makes more efficient use of textures. With other people's mesh we have to deal with whatever they allow or support. So, check the dev-kits to see what you can do for a given body. Using Omega is a way to simplify your work and reduce the number of body brands you have to design for. But, Omega doesn't add features to a body. Omega just lets you get to the features the body has.

The next problem is Bakes on Mesh. This is going to change a number of things related to mesh bodies. So, you may want to talk with some of the developers of the bodies you are targeting. See if their BoM versions will support what you want to do.

We will see BoM this year. I suspect the TP disconnects problem is slowing things down. But, BoM will get here.

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