-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Ben Discoe wrote:
> Nop,
> 
> Further results..
> 
> It dawned on me that i was not duplicating your steps _exactly_, with the
> stopsign example.  You said to load the texture into Blender's "UV/Image"
> view.  I tried doing this, and lo and behold, osgexport now exports an .osg
> with the texture!!
> 
> That... makes no sense at all.  The material already has the texture loaded.
> Blender renders it fine, and all the other exporters will export it
> textured.  Only the 'osgexport' seems to want it to be loaded in the UV view
> too.
> 

Actually, it does make sense. The material editor in Blender is used
only by the raytracer. Even Blender itself will not display the texture
in the textured view in the 3D window if it is not mapped in the UV
editor (the textured view will not show it).

This is a rather recent change, I remember that it used to be that way
that it was sufficient to define the texture using the material buttons
and it did show.

It is not really an exporter problem. You need to explicitly define the
UV mapping using the UV editor for this to work, the exporter does not
know how to deal with the textures without UV coordinates defined.
Blender will generate the UV coordinates on the fly during rendering,
however that is of no use to the exporter - the authors would have to
duplicate the Blender functionality in the Python script for this to
work. That would be just too slow to be usable.

> So, the good news is: osgexport writes an .osg with the texture.
> The bad news is: osgexport uses that same textured material for _both_
> objects, incorrectly.  That means the Pole object also has the Stop texture
> on it, which due to alpha, make the pole disappear :(

Be careful not to map two (or more) textures to the same mesh. Blender
allows this, however the exporter will mess it up/doesn't support it.
You need to cut the mesh in two parts and map each of them separately.

> Both of these behaviors (needing the image to be shown in UV window, and
> exporting objects with wrong material) seem like giant bugs in osgexport.

Nope, you are doing the mapping in Blender wrong:

- - This is the old way (which you are using and which works for
raytracing but not for the OSG export):
http://www.blender3d.org/_media/education/quickstart/Texturing_Castle.html

- - And this is the correct way:
http://www.tutorialized.com/tutorial/UV-Mapping-Texturing/5852
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics

I am able to use the OSG exporter with Blender without major hassle.

Regards,

Jan

- --

Jan Ciger
GPG public key: http://www.keyserver.net/

-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.4.5 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFE56Cgn11XseNj94gRAl8HAJwKO5nCaNVQcoTsmcGkHVu1qDxj+ACfeaKR
3Oq8ERQEBy8rzbtSEcvt+tE=
=Q7gL
-----END PGP SIGNATURE-----
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to