For examle i would like to make a lighthouse and give him some history to tell and let him illuminate within his characteristics.
I would like to see happen that along the years we see the lighthouse become more dirty.
Okey, to me it seems that with ogre (single/pass) material i can get this done, right?
using slot 1 for base material, slot 2 for self illumitation (animated perhaps) and slot 3 for the dirt map which will increase it's opaque along the time line.
However it seems that once you've allready have a diffuse map selected you can't select another one.
I have't tried it all yet to put in to ogre, so that's why i'm asking.
btw, if i would used 3ds max double sided material, would that be working in ogre?
Material OGRE (single/pass)
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- Gnoblar
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- sinbad
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You have to understand that the way 3DS represents materials is not the way they work in realtime systems like D3D and GL.
Ogre can render multiple passes per material, and each pass can use multitexturing - the number of texture units on the card determine how many textures you can apply at once, but at least 4 is a reasonable assumption.
Ogre can render multiple passes per material, and each pass can use multitexturing - the number of texture units on the card determine how many textures you can apply at once, but at least 4 is a reasonable assumption.
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- Gnoblar
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Yeah, things like illumination looks very diffrent from 3dsYou have to understand that the way 3DS represents materials is not the way they work in realtime systems like D3D and GL.
it's looks actually very bad in max
sure 4 is more then enough.Ogre can render multiple passes per material, and each pass can use multitexturing - the number of texture units on the card determine how many textures you can apply at once, but at least 4 is a reasonable assumption.
This ogre shader in new to me and some made me asking why you can't sellect two diffuse slots.
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