Hi Luca, On Mon, May 16, 2011 at 4:44 AM, Luca Vezzadini <[email protected]>wrote: > > I'd like to share a few comments about the OSGExp for Max (I've recently > sent them directly to Farshid, and also on the Delta3D forum, but it's > probably better to share them here). >
I responded to your email from a few days ago, but the reply bounced. > I see a few limitations right now and the main ones are the following: > - you can only export diffuse and light maps, no other texture that you > might have in your material (e.g. bump/normal and specular); > I recently added support for exporting all standard material map types. Try building the plugin from the current svn trunk. > - the exporter does not have a predefined texture layer for every texture; > i.e., if you just have a constant diffuse color and a light map, that > texture will go to TextureUnit 0; if you have both a diffuse and a light > map, the first will be on Unit 0 and the lightmap on Unit 1. For creating > shaders this is quite annoying as you cannot make a safe assumption of where > your textures are. And it gets of course more problematic if we add more > maps like bump/normal, reflection, ... (As a side note, the Blender exporter > is fine for this, every map is always assigned to the same unit, no matter > what texture combination is used for the specific material.) > I have two ideas to help with this issue: 1) Add an option that will use fixed texture units for all the standard map types. (ie. unit 0 contains diffuse, unit 5 is self-illumination, etc..). Not sure how this would work with composite materials though. 2) Add a specially formatted description string to the stateset that tells what map type each unit contains. The benefit of this approach is that other map related settings can also be saved (e.g. blend amount). For example, the string could look like the following: # Maps 0=Diffuse 1=Specular 2=Self-Illumination # Blend Amount 0=100 1=60 2=100 Thoughts? Cheers, Farshid
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