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Existing UVs ... materials and AutoUV
04-22-2016, 09:05 PM (This post was last modified: 04-22-2016 09:08 PM by ggaliens.)
Post: #7
RE: Existing UVs ... materials and AutoUV
Yes ... but reading wings_material.erl

I don't feel like I have any brain-storm yet. When you open the material editor after the fact ... you can see a bitmap attached to "diffuse" channel. But ... I can't see any API call to make it happen.

I dump the materials after mapping a cube by unwrapping (charts)
Code:
1> {2,
{default,[{maps,[]},
           {opengl,[{ambient,{0.7898538076923077,0.8133333333333334,
                              0.6940444444444445,1.0}},
                    {diffuse,{0.7898538076923077,0.8133333333333334,
                              0.6940444444444445,1.0}},
                    {emission,{0.0,0.0,0.0,1.0}},
                    {shininess,0.0},
                    {specular,{0.0,0.0,0.0,1.0}},
                    {vertex_colors,set}]}],
          {'Cube1_auv',[{maps,[{diffuse,0}]},
                        {opengl,[{ambient,{1.0,1.0,1.0,1.0}},
                                 {diffuse,{1.0,1.0,1.0,1.0}},
                                 {emission,{0.0,0.0,0.0,0.0}},
                                 {shininess,1.0},
                                 {specular,{1.0,1.0,1.0,1.0}},
                                 {vertex_colors,ignore}]}],
                       nil,nil},
          nil}}

1>
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RE: Existing UVs ... materials and AutoUV - ggaliens - 04-22-2016 09:05 PM

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