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Merge branch 'collada-material-doc-update' into 'master'
Collada material doc update See merge request OpenMW/openmw!2173
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commit
1a7e403dfb
@ -69,11 +69,74 @@ armature and animation data.
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Materials
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*********
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OpenMW uses the classic, specular material setup and currently doesn't
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support the more mainstream `PBR <https://en.wikipedia.org/wiki/Physically_based_rendering>`_
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way. In Blender, the mesh needs a default material with a diffuse texture
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connected to the ``Base Color`` socket. This is enough for the material to be
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included in the exported COLLADA file.
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OpenMW uses the classic, specular material setup and currently doesn't support
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the more mainstream `PBR <https://en.wikipedia.org/wiki/Physically_based_rendering>`_ way.
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The COLLADA exporter takes values from ``Specular BSDF`` node of the material
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assigned to the mesh. In case no node or material is assigned, a default white
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material is exported. The following list presents material values in the
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exported COLLADA file and what value in Blender affect them.
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Diffuse
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=======
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Diffuse value is taken from ``Base Color`` of the Specular BSDF node. To get
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visually matching results between Blender and OpenMW, set Blender's Color
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Management ``Display Device`` to ``None``.
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Specular
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========
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Specular value is taken from ``Specular`` of the Specular BSDF node.
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Ambient
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=======
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Ambient value is taken from the ``World Background Color`` of Blender's
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currently active world. The value is found in the ``World Properties`` tab,
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``Surface panel``, when the world is not using nodes.
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Emission
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========
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Emission value is taken from ``Emissive Color`` of the Specular BSDF node.
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Double-sided
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============
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This is controlled by the ``Backface Culling`` toggle found under material
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options. When Backface culling is enabled, the material will be exported as
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single-sided.
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Shininess
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=========
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Shininess value is taken from ``Roughness`` of the Specular BSDF node. Shininess
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and Roughness refer to the same material property but use an opposite scale. The
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higher the roughness, the lower the shininess.
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Transparency (alpha blend)
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==========================
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Blend transparency is used when ``Blend Mode`` of the material in Blender is set
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to ``Alpha Blend``. The setting is found under material options. Amount of
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transparency is then controlled by ``Transparency`` of the Specular BSDF node.
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Transparency (alpha clip)
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=========================
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Alpha clip transparency is used when ``Blend Mode`` of the material in Blender
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is set to ``Alpha Clip``. In OpenMW, transparency values are taken from the
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alpha channel of the diffuse texture. When previewing diffuse texture's alpha
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channel, be mindful that Blender uses an inverted scale for transparency
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compared to OpenMW.
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Textures
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********
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For textures, a diffuse texture needs to be connected to the ``Base Color``
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socket of the Specular BSDF node. This is enough for the material to be included
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in the exported COLLADA file.
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.. image:: https://gitlab.com/OpenMW/openmw-docs/-/raw/master/docs/source/reference/modding/custom-models/_static/barrel-prop-in-blender-material.webp
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:align: center
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@ -89,6 +152,15 @@ case of the barrel, the textures are named:
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* ``the_barrel_n.dds`` - normal map
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* ``the_barrel_spec.dds`` - specular map
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Texture Paths
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=============
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Textures will show properly in OpenMW when the path in the exported COLLADA file
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is as follows ``textures/the_barrel.dds``. The exporter detects the
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``data/textures`` part of the texture's path in Blender and truncates the rest.
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The texture path can also be set manually in the exported COLALDA file.
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Collision Shapes
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****************
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