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From: Martin L. <lit...@gm...> - 2024-01-22 18:06:03
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Tried this, but it just results in an emissive screen surface with no Canvas on it. M Am 21.01.24 um 23:29 schrieb TheFGFSEagle: > try setting the emission in blender ? > > Am So., 21. Jan. 2024 um 18:47 Uhr schrieb Martin Litzenberger > <lit...@gm...>: >> Hello >> >> I started to experiment with gltf format aircraft models. I find it extremely comfortable to define all the effects (metallic, bump map, ..) directly in Blender! >> >> But I couldn't get Canvas screens to work with gltf models. I had to include the screens in an extra .ac model for them to work. >> >> I am aware that material animations, such as emission, are currently not working, but I could not event see the Canvas under ambient lighting. >> >> Is it true that Canvas screens currently don't work on gltf models? Or I am making something wrong here? >> >> Kind Regards >> >> Martin >> >> >> Am 16.10.23 um 10:21 schrieb James Turner: >> >> >> >> On 15 Oct 2023, at 15:04, TheFGFSEagle <the...@gm...> wrote: >> >> Exactly. >> >> Am So., 15. Okt. 2023 um 15:08 Uhr schrieb Daniel Overbeck via Flightgear-devel <fli...@li...>: >>> In my opinion it is a good decision to not support this format. This >>> prevents people from re-uploading all textures to fgaddon every time >>> they make a small change to the 3d model. >> >> This isn’t quite correct: what we should do is use glTF as it’s intended, as an export / transport format, where it is much better than either .ac or .obj. This would mean for example compiling the textures + modes in FGaddon into glTF as part of creating the aircraft zips. >> >> Basically, glTF is good ‘once you are done making changes’, the question is at what point in the lifecycle of a model we can correclty say that: for FGdata it’s when we create the ‘base package’ that goes into the installers from the FGData-Git, for aircraft it’s (I think) at the point we create the aircraft.zip from what is in FGaddon: this is also the point we remove other ‘editable’ files such as PSDs and XCFs. >> >> (and it would be the place to do texture compression and other data transformations if we wished) >> >> Kind regards, >> James >> >> >> _______________________________________________ >> Flightgear-devel mailing list >> Fli...@li... >> https://lists.sourceforge.net/lists/listinfo/flightgear-devel >> >> _______________________________________________ >> Flightgear-devel mailing list >> Fli...@li... >> https://lists.sourceforge.net/lists/listinfo/flightgear-devel > > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel |