Advanced Member ggaliens Posted November 28, 2010 Advanced Member Report Share Posted November 28, 2010 Pass Shaders to Voxels OBJ Import. Why not have an OBJ import where material-name is mapped to shader to Use. This would be very very cool for me as I send a lot of stuff from Wings3D to 3dCoat and I'd love an automatic way to set Shader on import. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted November 28, 2010 Advanced Member Report Share Posted November 28, 2010 Pass Shaders to Voxels OBJ Import Lets say, you already have a texture map assigned to a obj. I suppose its a UV map. Is this correct? If so, when obj dropped to voxels space, all topology has changed so UV mapping is gone. The only you could do is to create a shader (choose a rock-like existing one and ask to create a new one). Now in the dialog, choose the tex map you like and 3dc will auto wrap it to the voxel volume (cubic-defused method). This can be baked after retopo+UVs and become a first class base for more painting. I hope I helped. This was about importing obj to voxels only. Quote Link to comment Share on other sites More sharing options...
Advanced Member ggaliens Posted November 29, 2010 Author Advanced Member Report Share Posted November 29, 2010 OK ... I know what I asked for is simple and possible ... but perhaps mis-communicated. Let me say this ... there does not have to be ONLY 1 handler/importer for a format like WaverFront OBJ. But for the sake of simplicity ... I'd like to revise the feature request request to something simpler ... Why not allow for random application of shaders to a pool of voxel object in the VOXTREE ??? I want to pick say 4 or 5 shaders and apply them to a pool of 40 objects, randomly. Easy concept I think. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.