05-16-2016, 06:15 PM
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05-17-2016, 02:14 AM
No it didn't throw any error. Just the model is imported without any textures.
I will upload the blend.
I will upload the blend.
05-17-2016, 05:52 AM
Can you retry it with the completely new add-on I created yesterday? Instructions to install it in the start post of this thread.
05-18-2016, 01:21 PM
Updated to 1.1.0:
- Now reusing already loaded textures instead of loading them multiple times.
- "Force Version" is disabled in the import dialog if "Optimize Textures" is unchecked, as it cannot be handled without that.
- When no texture name could be parsed, the texture slots are left as they are instead of discarding them.
- Smaller performance and code style optimizations.
05-21-2016, 04:44 AM
nice
I want to "share [my] information on how to apply" the .mtl (metal) and .add textures:
they both use the normal vector as texture coordinate and the .add texture just adds its color to the material (this needs shader nodes as far as I'm aware of) and the .mtl texture multiplies its color with the (shadeless) diffuse texture (needs also nodes).
And I dunno whats a good way to mimick sss/transmission (.trm) like in mk8.
And the .alp textures need an other uv layer (like the .bake textures) and the black and white image is the alpha channel.
All that information is just guessed so I can't guarantee that what I wrote is right.
I want to "share [my] information on how to apply" the .mtl (metal) and .add textures:
they both use the normal vector as texture coordinate and the .add texture just adds its color to the material (this needs shader nodes as far as I'm aware of) and the .mtl texture multiplies its color with the (shadeless) diffuse texture (needs also nodes).
And I dunno whats a good way to mimick sss/transmission (.trm) like in mk8.
And the .alp textures need an other uv layer (like the .bake textures) and the black and white image is the alpha channel.
All that information is just guessed so I can't guarantee that what I wrote is right.
05-21-2016, 04:57 AM
Hey, thanks for the information (don't I know your nick name from somewhere else? =33 From DeviantArt, I guess? =D)
Can you show a screenshot of a successful setup of the special texture files, as I'm quite a noob in those textures a little bit? ='3
That would made it easier for me to see what I'd have to program for those slots.
Can you show a screenshot of a successful setup of the special texture files, as I'm quite a noob in those textures a little bit? ='3
That would made it easier for me to see what I'd have to program for those slots.
05-21-2016, 06:01 AM
There they are (might be not the best way to apply the textures but it is a way ):
... why can't I upload the file by clicking on the [Durchsuchen]/search button, click on the file and click on add Attachment?
... why can't I upload the file by clicking on the [Durchsuchen]/search button, click on the file and click on add Attachment?
05-21-2016, 06:10 AM
Otherwise, just upload it somewhere else =3c
05-21-2016, 06:19 AM
05-21-2016, 08:34 AM
That looks darn amazing. I have no clue how to program nodes yet. TBH I still don't know how you set that up, as I never worked with nodes except for some dumb depth blur. From script view, I just see an MTL file, and my ALB/SPM and NRM slots set up in one material. But what then?
05-21-2016, 10:30 AM
(05-21-2016, 08:34 AM)Ray Koopa Wrote: [ -> ]That looks darn amazing. I have no clue how to program nodes yet. TBH I still don't know how you set that up, as I never worked with nodes except for some dumb depth blur. From script view, I just see an MTL file, and my ALB/SPM and NRM slots set up in one material. But what then?One material is made out of mixing several materials... It's difficult to explain, so isn't it clear what the nodes do by looking at them?
Nevertheless I'll try explaining you what I've done: (the mtl file as an example)
in the bottom left... window you see the node editor.
There are nodes called material.
The upper left material node contains the information of the m_ThunderMetal material which is just the shadeless .alb texture.
You multiply the color of the diffuse texture with [ten times (cuz' otherwise it's very dark)] the color of the mtl texture (the bottom left material).
The mtl textures' coordinates are the normal vectors of the mesh (you can see that in the texture tab in the properties panel)
Now you have already a faked reflection but you also need a highlight (specular) so you add the color of the m_ThunderMetal.spc material.
I hope you could understand it
05-21-2016, 10:33 AM
Ah! Now it makes sense. I was wondering how MTL would be mapped, being that spherish thing. Didn't understand the normals reference it.
I try to get to know how to programmatically do that soon.
Anyway, can I contact you over PM or Skype in case I have questions?
I try to get to know how to programmatically do that soon.
Anyway, can I contact you over PM or Skype in case I have questions?
05-21-2016, 01:48 PM
(05-21-2016, 10:33 AM)Ray Koopa Wrote: [ -> ]Ah! Now it makes sense. I was wondering how MTL would be mapped, being that spherish thing. Didn't understand the normals reference it.Skype: Lumcoin
I try to get to know how to programmatically do that soon.
Anyway, can I contact you over PM or Skype in case I have questions?
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