I've been using SS for a few weeks having used Context Free and am having a lot of fun! I've been experimenting with the SS-native raytracer, and also exporting stuff to Sunflow. I've done the latter okay using the templates, but I don't understand how to make my raytracer parameters find their way into the exported .SC file. Is this possible with the export templates? I've been trying to make sense of how the .SC files are structured in the hope that I could edit the exported file to specify a light source type and position, but have had no luck as yet.
If anyone can help me I'd be really happy!
Many thanks,
Ben.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
EDIT: I guess I'd benefit from an explanation of how the templates do what they do, and how to alter them to select different options, though I'm currently trying to work this out. I've been looking at Sunflow-Ultimate-Groovelock and have a vague idea that I group my objects in SS into different classes, the names of which reflect the renderer type I want to use. e.g. box::phong will make the box in question belong to a phong type shader. Still not clear how I set the desired phong shader parameters that I want to appear in the .SC file, but can someone let me know if I'm on the right track?
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Hi,
I've been using SS for a few weeks having used Context Free and am having a lot of fun! I've been experimenting with the SS-native raytracer, and also exporting stuff to Sunflow. I've done the latter okay using the templates, but I don't understand how to make my raytracer parameters find their way into the exported .SC file. Is this possible with the export templates? I've been trying to make sense of how the .SC files are structured in the hope that I could edit the exported file to specify a light source type and position, but have had no luck as yet.
If anyone can help me I'd be really happy!
Many thanks,
Ben.
EDIT: I guess I'd benefit from an explanation of how the templates do what they do, and how to alter them to select different options, though I'm currently trying to work this out. I've been looking at Sunflow-Ultimate-Groovelock and have a vague idea that I group my objects in SS into different classes, the names of which reflect the renderer type I want to use. e.g. box::phong will make the box in question belong to a phong type shader. Still not clear how I set the desired phong shader parameters that I want to appear in the .SC file, but can someone let me know if I'm on the right track?