Hi J-S, hi Paul, On 29/04/11 5:15 , Jean-Sébastien Guay wrote: >> How flexible is your art pipeline / rendering process for loading >> arbitrary models? Could you replace that excavator with some arbitrary >>... > > I'm surprised you're asking me this type of question... > > An artist is really needed in order to get any good looking models, IMHO. > Doing too much > procedurally just becomes incredibly complex and gives so-so results most of > the time, but > you end up handling lots of corner cases and skirting around visual artifacts. >... > > In our case, we have an in-house modeler who makes models especially for > real-time use. > When we need a new vehicle for a simulator, he will typically start gathering > as many > reference photos as possible and then make the model. He'll then figure out > what sections > will most benefit from having normal and specular maps (where there's not > much fine > detail, they're not needed, and a simpler shader can be used).
Maybe what Paul was asking about (and what I always like to learn from other people's setups) is: are the different textures (normals/specular maps) and shader assignments all set up when you get them from your modeller? Or do you have to do additional tweaking from within your program? Cheers, /uli _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org