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Any idea ?
How do I see in blender which UV index blendigo will export ?
thx
Ok, thx.seregost wrote:In a material you have textures that starts from index 1 instead index 0. If tou have an albedo map, a bump map and a specular map, them must have index 0,1,3.
Code: Select all
<uv_set>uv</uv_set>
<exponent>2.200000</exponent>
<a>0</a>
<b>0.005</b>
<c>0</c>
</texture>
<diffuse_albedo>
<texture>
<texture_index>0</texture_index>
</texture>
</diffuse_albedo>
<exponent>
<texture>
<texture_index>1</texture_index>
</texture>
</exponent>
<bump>
<texture>
<texture_index>2</texture_index>
</texture>
</bump>
</phong>
</material>
can you post me the scene? i think i did no tests with shaders on multiple material mesh.delic wrote: What should I do to correct this, and why does blendigo export this ?
thx
suvakas wrote:How many different textures you have there? Can't see it cause you only included the bottom part of the material. Those indexes are zero based and are referring to what texture file to use. Textures inside material are defined like this:
<texture>
path to your 1st texture file
</texture>
<texture>
path to your 2nd texture file
</texture>
etc..
And now when you want to use for example your 1st texture, then the counting starts from 0. (1st one defined = 0 , 2nd one = 1 and etc.) So to use 1st texture you have to use <texture_index>0</texture_index>. You can use it multiple times..like for albedo or bump or whatever. You always use texture_index 0 when you refer to that 1st texture.
That's the system
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