SolidWorks Exporter
I uploaded another update.
Right now if transparency is full up you get a transparent material with the ior being adjust using the ambient control just below it. Add one to the value shown in the control so all the way down to 0 is actually 1. 0.5 would be ior of 1.5.
Specular and shininess work together. Spec adusts the strength of the spec reflection and shininess adjusts from a fuzzy reflection to a sharp reflection.
If you go to texture instead of colour and choose a image texture it will use it instead. I will make it use the spec, shininess etc eventually.
I am running into more problems with the uv mapping coming from SW. Working somewhat for flat surfaces but some curved are acting strange. I have export to obj set a little different.
Right now if transparency is full up you get a transparent material with the ior being adjust using the ambient control just below it. Add one to the value shown in the control so all the way down to 0 is actually 1. 0.5 would be ior of 1.5.
Specular and shininess work together. Spec adusts the strength of the spec reflection and shininess adjusts from a fuzzy reflection to a sharp reflection.
If you go to texture instead of colour and choose a image texture it will use it instead. I will make it use the spec, shininess etc eventually.
I am running into more problems with the uv mapping coming from SW. Working somewhat for flat surfaces but some curved are acting strange. I have export to obj set a little different.
i am thinking something like in attached image. every display state you add would represent a layer in your material, depending on the name of the display state. ie: texture1 bump1 mask1; texture2 bump2 mask2 ....
so anything ending in 1 will be bottom layer ending in 2 will be on top of that etc... so texture1 could be bricks with bump1 be the joints, texture2 could be dirt with bump2 being joints and mask2 being the dirt mask... texture3 being mess or graffitti, wharever.
when go do the conversion to .igi you could read the display states and use the appropriate names to create your indigo textures. you may need i more display state called color if you want to use the transparency, specular etc. because SW will allow a color under a texture in which case the blend color option would be very handy if you just want a colored material with a bump, use a bump map as texture and the blend option to apply color.
does this make sense?
could this work?
so anything ending in 1 will be bottom layer ending in 2 will be on top of that etc... so texture1 could be bricks with bump1 be the joints, texture2 could be dirt with bump2 being joints and mask2 being the dirt mask... texture3 being mess or graffitti, wharever.
when go do the conversion to .igi you could read the display states and use the appropriate names to create your indigo textures. you may need i more display state called color if you want to use the transparency, specular etc. because SW will allow a color under a texture in which case the blend color option would be very handy if you just want a colored material with a bump, use a bump map as texture and the blend option to apply color.
does this make sense?
could this work?
- Attachments
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- blendcolor.JPG (25.32 KiB) Viewed 12363 times
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- displatstate.JPG (19.44 KiB) Viewed 12363 times
BTW are you using part or assembly color/textures because this could also be a tool for adding depth to your materials.
maybe check the normal thing also at the part and assembly level if possible, this could be part of the normal problem?
P.S would it be possible to add a smoothing angle inputbox to the smoothing option? and i always thought that a gain on skylight would be handy too.
sorry if i'm overwhelming you with ideas. tell me to shut up when i get get too carried away.
PPSS maybe it would also be a good idea to start adding a revision number to your files.
maybe check the normal thing also at the part and assembly level if possible, this could be part of the normal problem?
P.S would it be possible to add a smoothing angle inputbox to the smoothing option? and i always thought that a gain on skylight would be handy too.
sorry if i'm overwhelming you with ideas. tell me to shut up when i get get too carried away.
PPSS maybe it would also be a good idea to start adding a revision number to your files.
jeff I dont know if you have seen it but there might be useful info for your exporter mission here
http://www.solidworks.com/pages/product ... lView.html
in the files to download on the right are some of the new material files for SW08 - some customised
perhaps these might give you clues on how to extract material definitions for indigo use
http://www.solidworks.com/pages/product ... lView.html
in the files to download on the right are some of the new material files for SW08 - some customised
perhaps these might give you clues on how to extract material definitions for indigo use
Thanks Big Fan.
If I could only find somewhere that explains how I can translate the view into an Indigo cameras coordinates I'd be happy. So far I've gotten the Up and Forward vectors but not where the actual camera position would be, from the normal viewport.
Everything above 2005 can have a camera inserted, that gives all the info needed, but it would still be nice to have the ability to go without it if someone wanted.
If I could only find somewhere that explains how I can translate the view into an Indigo cameras coordinates I'd be happy. So far I've gotten the Up and Forward vectors but not where the actual camera position would be, from the normal viewport.
Everything above 2005 can have a camera inserted, that gives all the info needed, but it would still be nice to have the ability to go without it if someone wanted.
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