cindigo 0.8 - beta 1
quick test.
while playing around with blend materials i noticed that vertex normals pionted in the wrong direction(that gave pretty strange results). will be fixed in the next release.
edit: having normal smoothing again is sooooooo cool! thanks to myself
while playing around with blend materials i noticed that vertex normals pionted in the wrong direction(that gave pretty strange results). will be fixed in the next release.
edit: having normal smoothing again is sooooooo cool! thanks to myself
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found this (sketchup tut.):fused wrote:oh and does anybody know what effect "blend_factor" has?
Use BLEND materials
1. Set the material type to BLEND
2. If a texture is applied to the material, it will be used as the clipping map
3. If no texture is applied, the blend factor will control the weight of the materials
and this (blendigo, Wedge)):
Blend material:
*material name needs .blend.a.b where .blend sends it to exporter as a material blend, a and b is the blended materials which can be any name you see fit but you will probably notice that you need to keep name fairly short or you will run out of space
*first material (a) color is defined by color RGB
*second material (b) color is defined by spec RGB
*translucency == 1 = use null_material for .a material else rgb
*alpha < 1 = use null_material for .b material else rgb
*ambient == blend_factor value
hope it helps!
Viel Spass!
Marco
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