...can be downloaded for testing purposes as zip here:
viewtopic.php?f=15&t=14087&p=38035#p38035
Feedback highly appreciated.
Moderator: joepal
# Material definition for vader_maskMaterial
name vader_mask
description VADER_Mask material
ambientColor 1.0 1.0 1.0
diffuseColor 0.0 0.0 0.0
specularColor 1.0 1.0 1.0
shininess 0.5882
emissiveColor 0.0 0.0 0.0
opacity 0.0
translucency 0.0
shadeless False
wireframe False
transparent True
alphaToCoverage True
backfaceCull False
depthless False
castShadows True
receiveShadows True
diffuseTexture VADER_Mask_d.png
specularmapTexture VADER_Mask_Mirror_Color.png
specularmapIntensity 1.0
displacementmapTexture VADER_Mask_Displace.png
displacementmapIntensity 1.0
shader shaders/glsl/phong
shaderConfig ambientOcclusion True
shaderConfig normal False
shaderConfig bump False
shaderConfig displacement True
shaderConfig vertexColors False
shaderConfig spec True
shaderConfig diffuse True
wolgade wrote:... This way it will get imported correctly.
ambientColor 1.0 1.0 1.0
diffuseColor 0.0 0.0 0.0
specularColor 1.0 1.0 1.0
shininess 0.5882
emissiveColor 0.0 0.0 0.0
opacity 0.0
translucency 0.0
displacementmapTexture VADER_Mask_Displace.png
displacementmapIntensity 1.0
grinsegold wrote:Are you sure? Ambient 1, diff 0.0, opacity 0?
I thought displacement is used if real displacement is wanted - in terms of vertex movement, unlike bump or normalmap, which are more like a fake. Therefore you need a dense mesh. Am i wrong?
wolgade wrote:BTW: In Cycles there's a displacement connector in the material output node. It doesn't need a dense mesh. Most probably it does more or less the same as bump mapping. I read somewhere that it shouldn't be used in connection with normal maps, but I never tested this.
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