Thread

VRay material and *.obj

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VRay material and *.obj // Bugs

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Post by Wigand // Jul 15, 2007, 9:41am

Wigand
Total Posts: 462
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I created some objects in Blender or Silo and exported them as

obj-files. Then imported in TS all seemed to be ok.

Then switch to Workspace, assign the"oldwood 20a", but the shader is not

correct.


Did the same with a TS object the shader was ok.


Then I saved the obj-object as a TS-Cob-file.

Loaded again, assigned this shader, still the wrong result.

Post by parva // Jul 15, 2007, 9:46am

parva
Total Posts: 822
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does the imported obj file has an uvw map applied?

Post by Wigand // Jul 15, 2007, 10:02am

Wigand
Total Posts: 462
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How can I know?

I did nothing with these objects with the exception of create :confused:

And you see it in my LE, it shows the same material.

And if I assign a new material, I think this should clear all other materials.

Post by parva // Jul 15, 2007, 10:18am

parva
Total Posts: 822
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Yep I know.

Most 3d CG programs apply an uvw map to there primitives like truespace but some modelers (like silo) don't and so you save no uvw coordinates within the obj file.

You can test this if you select the object and activate the uv mapper.
The uv mapper will tell you that there is no valid selection means no uv applied.
Primitives created in tS have an uv already applied like sphere uv for spheres or cubic projection for cubes etc.

The material you applied is at the object but you won't see the texture due to the not available uv map. Apply an uv projection like spherical and you should see the material right.

HTH :)

Post by Wigand // Jul 15, 2007, 10:21am

Wigand
Total Posts: 462
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Thank you parva. I will try it.

That is confusing :confused:

Post by parva // Jul 15, 2007, 10:35am

parva
Total Posts: 822
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Thank you parva. I will try it.
That is confusing :confused:

no problem ;)
btw. you can also check the obj file itself. Just open the OBJ file with wordpad and if the "vt"'s (means vertex texture or better Texture Vertices)
are set all to 0 there is no uvw in there.
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