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Support #550

Built-in converter. support for multiple textures in one pass. Recognition reflection textures

Added by el_motoblock about 3 years ago. Updated 10 months ago.

Status:
Resolved
Priority:
High
Assignee:
-
Category:
OS3D_Import
Target version:
-
Start date:
04/30/2016
Due date:
% Done:

0%

Estimated time:

Description


I'm sorry, but I found the problems that highly salient.
the problems with built-in converter.

1. (*.3ds, *.obj)1 mesh is divided into 3 by the difference of the material.
2. when converting only one texture is chosen.
3. env_map spherical/planar not recognized

I would like to - the import of these formats in a holistic mesh, with support for multiple textures in one pass (uv / reflection)

rttuyi.jpg (259 KB) rttuyi.jpg el_motoblock, 04/30/2016 10:50 AM
h3.zip (274 KB) h3.zip el_motoblock, 05/11/2016 07:53 PM
h3.zip (715 KB) h3.zip updated el_motoblock, 05/13/2016 08:31 PM

History

#1 Updated by el_motoblock about 3 years ago


@material "healmat0_008ccmat2" {
technique healmat0_008ccmat2_technique {
pass healmat0_008ccmat2_standard {
cull_hardware none
cull_software none
ambient 1.00000000 1.00000000 1.00000000 1.00000000
diffuse 1.00000000 1.00000000 1.00000000 1.00000000
specular 1.00000000 1.00000000 1.00000000 1.00000000 50.00000000
emissive 0.00000000 0.00000000 0.00000000 1.00000000

texture_unit Diffuse_healmat0_008ccmat23
{
texture assets/models/converted/healmat0/textures/h3cola.jpg
tex_coord_set 0
tex_address_mode wrap wrap wrap
colour_op modulate
}
texture_unit Diffuse_healmat0_blackColMat01
{
texture assets/models/converted/healmat0/textures/ref8.jpg
tex_coord_set 0
tex_address_mode wrap wrap wrap
colour_op modulate
}
}
}
}@

and the format of the imported blender right - need to do the recognition env_map <off|spherical|planar|cubic_reflection|cubic_normal>

#2 Updated by arkeon about 3 years ago

Can you share the models in different formats so I could check the issue ?

#3 Updated by el_motoblock about 3 years ago

arkeon wrote:

Can you share the models in different formats so I could check the issue ?

https://drive.google.com/open?id=0BxQ6oNfFQEnueFZpamxyRVRVcnc

#4 Updated by el_motoblock about 3 years ago

new update of formats (added formats exported with 3ds max and *.max for tests screenshot)
https://drive.google.com/open?id=0BxQ6oNfFQEnueFZpamxyRVRVcnc *updated ver

#5 Updated by arkeon about 3 years ago

I just did a test with a more recent version of assimp, and get better results with the file from your max2017 directory.
So I will update it in the next release. only obj seems to still incorrect

#6 Updated by el_motoblock about 3 years ago

arkeon wrote:

I just did a test with a more recent version of assimp, and get better results with the file from your max2017 directory.
So I will update it in the next release. only obj seems to still incorrect

yes from Max exported correctly, but I prefer a blender
I would like to import good of all formats(Of course if exported correctly) and from the main blender.

#7 Updated by arkeon about 3 years ago

Yes unfortunately every software do not export the models the correct way.
Even collada format is really not respected, so blender, sketchup or autodesk do not export the formats correctly or with missing features.

Assimp try to import formats with major compatibility, but it can't be perfect.
Maybe you could found more info on the assimp project http://www.assimp.org/

so this still just a matter of luck ^^

#8 Updated by arkeon 10 months ago

  • Status changed from New to Resolved

Resolved with the material editor and our shader generation system

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