BloodRedd / gamekit

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Seperate specular maps not working #307

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Create a material with a Seperate Diffuse, Normal and Specular Map
2. Set the properties accordingly
3. Run

It seems that whatever I try, the Specular map always get used as only texture 
(without actual specular mapping)

Original issue reported on code.google.com by joeyferweda@gmail.com on 20 Mar 2013 at 7:50

GoogleCodeExporter commented 8 years ago
Yeah, I wouldn't count on this to work...not sure I ever tried this... One 
thing you could do is to make it via an ogre-material...that should work, but 
you have to write the material-script on your own. Have a look at the 
ogre-manual.

For mapping just name the ogre-material same as the blender one.

Original comment by thomas.t...@googlemail.com on 21 Mar 2013 at 4:27

GoogleCodeExporter commented 8 years ago
The thing is that it is really hackish to do it with ogre materials, since this 
functionality works on single textures (so 1 texture for diffuse and specular).
Things like Specular, Alpha and Hightmaps are things that are really necessary 
for designers, and since Blender has a functional pipeline for this, it would 
be best if it would work like expected imho.

Original comment by joeyferweda@gmail.com on 21 Mar 2013 at 10:38

GoogleCodeExporter commented 8 years ago
Well, yes! You are absolutely right,...something like specular maps is a must. 
But if one way doesn't work, and another one does, you can choose the way that 
works or the one that does not. :D 
I just say that because I doubt that this will be fixed in the near future. But 
nevertheless a sample-blend would be great as a startpoint for a developer to 
fix the issue.

Original comment by thomas.t...@googlemail.com on 21 Mar 2013 at 3:42