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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-16 16:10:58 +00:00

Merge branch 'collada-material-doc-update' into 'master'

Collada material doc update

See merge request OpenMW/openmw!2173
This commit is contained in:
psi29a 2022-08-01 10:58:44 +00:00
commit 1a7e403dfb

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