Thanks to Jan, Nop, and Alan, most of Blender+osgexport's series of required steps, strange behaviors and pitfalls have some to light. I hope i can do the community a service by summarizing them on an educational web page when the mysteries are finally settled. Here are some remaining major limitations of the Blender->OSG process, which seem insurmountable to me, but might in fact have known solutions to someone with deeper Blender/OSG experience:
1. Texture material colors: OpenGL's regular "modulate" means that a material consists of a texture and color. Exporting from Blender only seems to let you define one or the other. This means, for example, you can't use the same "brick" texture for both red bricks and yellow bricks. More signifiantly, it also means you can't control ambient shading of a textured surface, because ambient is a component of the material color, so every textured surface is fully illuminated all the time. 2. Ambient material values: In fact, you can't define the ambient property of even non-textured materials, because Blender seems to lack an 'ambient' slider in its material dialog! Exporting to .osg and loading into OSG seems to produce OSG's default ambient (grey) on the unlit side of every object. It is exceeding weird to have objects which are green on the lit side, and grey on the unlit side. Even _black_ objects are grey on the unlit side. Can anyone <ahem> shed any light on these problems? Thanks, Ben _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
