0.7 test 3 build with OBJ support
Check the latest manual for xml syntax.
http://www.indigorenderer.com/joomla/fo ... php?t=1163
suvakas
http://www.indigorenderer.com/joomla/fo ... php?t=1163
suvakas
mtl files describe the materials of the objects sharing the same name. I don't know if every software outputs mtl files along with obj files...
That's the content of one mtl file concerning an object wearing 3 different materials:
Edited: first material is now texture mapped in diffuse and specular channels.
See here for reference. These files are easy to set up from scratch.
That's the content of one mtl file concerning an object wearing 3 different materials:
Code: Select all
newmtl blinn1SG
illum 4
Kd 0.00 0.00 0.00
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
map_Kd footRefllexology00.jpg
Ni 1.00
Ks 0.00 0.00 0.00
map_Ks visuel1 festival.jpg
newmtl initialShadingGroup
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
newmtl phong1SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 18.00
See here for reference. These files are easy to set up from scratch.
Hi Slobodan, M.O.I. don't generate material definition in the obj file, curently indigo use only the definition mat inside the obj file and don't care about the mtl file.
the best way to get material in the obj is to open it in your favorite 3d app that can surely generate a proper export for you.
one problem i experiment with that, is the normal that can be reseted on importation on some 3d app, in maya no prob, but if u use blender, i cannot find a way to keep the normal in place, this is particulary a problem on a medium size mesh, M.O.I. produce a very clean mesh let's hope that a mat editor will come in a futur beta.
An other non user friendly method is to hand edit the obj file and insert the mat manualy before each face block (ie.: usemtl my_mat, the face block start with the "f" tag), the problem is you don't have a object name inside the file, if there one object it's ok or export one object at time. This method keep all the normal ok, since there are no reexport
Sorry for the long explanation, but i hope it'll help
Dom
P.S.: sorry for my english
the best way to get material in the obj is to open it in your favorite 3d app that can surely generate a proper export for you.
one problem i experiment with that, is the normal that can be reseted on importation on some 3d app, in maya no prob, but if u use blender, i cannot find a way to keep the normal in place, this is particulary a problem on a medium size mesh, M.O.I. produce a very clean mesh let's hope that a mat editor will come in a futur beta.
An other non user friendly method is to hand edit the obj file and insert the mat manualy before each face block (ie.: usemtl my_mat, the face block start with the "f" tag), the problem is you don't have a object name inside the file, if there one object it's ok or export one object at time. This method keep all the normal ok, since there are no reexport
Sorry for the long explanation, but i hope it'll help
Dom
P.S.: sorry for my english
Hey Ono !OnoSendai wrote:As far as rotation goes, i'm not sure if .obj files can have rotations in them, perhaps that's the problem. I'll take another look at the 'spec' soon.
You can totally ignore these rotation problems i wrote about. It was all my bad. The problem was in my not-so-good exporter code. I got everything working now (position,scale and rotation). So. Don't waste your time on this. It just works !!
So there are 2 *.obj related issues remaining: bitmaps and multi-materials
Thanks!
Suvakas
Both of them need mtl files, really.So there are 2 *.obj related issues remaining: bitmaps and multi-materials
http://www710.univ-lyon1.fr/~jciehl/Pub ... j_spec.pdf
http://www.martinreddy.net/gfx/3d/OBJ.spec
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