I'm writing a liitle PDF about how shaders get exporter from Blender exporter and some things are not consistent about behaviour, let me explain:
If i have a material named "sfphong" and this material have "Raymirror" ON, is exported as PHONG.
The same happens with "Raymirror" and "Raytransp" ON in one material, is exported as MIRROR.
How about a rule that we have to specify the shader type in material's name?
Then, "sfglass" have to have "Raytransp button" ON, or is exported as diffuse (or CONSTANT with a strong color, to be visually better identified as a mistake).
The same with the other shaders.
What do you think?
That sounds like a good idea. I will see about implementing that after I merge some of these other updates in.
Let me try to get this done, and when Eugene get his code cleaned, we could merge it.
Give me some time and i'll show what i've achieved! ;)
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