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Finish the section on materials setup.

This commit is contained in:
Lamoot 2021-04-18 21:28:20 +02:00
parent 8b40128559
commit 4d4fc5ed0b

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@ -38,7 +38,9 @@ However, a scale factor like this is impractical to work with. A better approach
Materials
=========
In Blender, use the Principled BSDF node with textures plugged into the correct sockets. TODO...
OpenMW uses the classic, specular material setup and currently doesn't use 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.
Additional texture types, such as specular or normal maps, will be automatically recognized and used by OpenMW. They need an identical base name as the diffuse texture, a suffix, and be in the same folder. How to enable this and what suffix is used for what texture type is covered in more detail in :doc:`../../modding/texture-modding/texture-basics`.
Collision Shapes
================