weird material output event

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Dakurv
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weird material output event

Post by Dakurv »

when i export my mesh and material and then view it in the exporter theres something strange happening

the texture is applyed correctly but its all white as if the brightness was way too high. Even stranger there is 1 face were the texture looks ok. This face keep changin depending on the rotation of the object as if it was some sort of highlight from the lighting...

as anyone ever see that ? how can you export so the colors dont get so brigth ?
GuteQ
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Post by GuteQ »

Set the ambiet and diffuse color values up high and the specularity down either in max or in the .material file. Check McSwan's video tutorials for more details.
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haffax
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Post by haffax »

Without you posting the material it is hard to comment on it.
Additionally to what GuteQ proposes make sure you don't scale your object in Ogre, or if you scale it, then set normalise normals to true on the entity.
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Kojack
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Post by Kojack »

If you are using Octopus, the problem is that it ogre has one specular value, and Max has 2.
Octopus exports the first max value (specular colour, default to pure white) as the ogre specular value, without multiplying it by the second value (specular level, default 0).

That makes the material have extreme specular lighting, which makes faces white.
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Post by nfz »

http://www.ogre3d.org/docs/manual/manual_17.html#SEC38

As Kojack suggests, its probably the shinniness value for specular component in the material script. Having a specular colour value of 1.0 1.0 1.0 and a shinniness value less than 1 causes the white flickering when viewing angle changes. Some exporters default to a shininess value of 0 and specular colour of white. They should default the spec colour to black (0, 0, 0).
Dakurv
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Post by Dakurv »

that was it ( the specular color ) !

i used the bitmap as the specular color and voila ! everything is perfect

ho gawd ! i have to make a idiot proof tutorial now... took me almost a week to export correctly :D

Its simple actually... when you get to know how ;)

thanks guys
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