I want to use some xfrogs plants on tg2.
I've tried to convert xfr files in obj (and then in lwo format) and then load onto tg2 with obj/lwo reader node but...nothing is shown, only a wireframe.
Textures are in exact way.
Why happens this?
Thanks.
The LWO reader does not support texture loading. Just use an OBJ reader, no need to convert to LWO. TG2 reads OBJ natively.
- Oshyan
This is what I see when I load plants:
(http://img716.imageshack.us/img716/3411/sts133apr142011095702.jpg) (http://img716.imageshack.us/i/sts133apr142011095702.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
This is plant directory:
(http://img40.imageshack.us/img40/5220/sts133apr142011100003.jpg) (http://img40.imageshack.us/i/sts133apr142011100003.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
I load object via object/add object/obj reader, maybe I make some errors here?
No, that's correct. You're seeing a bounding box, the 3D preview does not show Wireframes by default. Did you try rendering? You should see the plant in a render. To turn on Wireframes, click the icon at the top of the 3D Preview that has a blue cube in it and select Show As Wireframes. If you don't have this button you need to upgrade to the latest version.
- Oshyan
Now I see a tree but without textures.
without looking at the files directly...
open the .mtl file and see if it's pointing to the textures in a different place than you have them...
Hi Lalla,
Just to be clear, TG2 will only display bounding boxes or wireframes in the 3D Preview, which is that area in the top right of the main window which shows your scene. It doesn't display textures or do smooth shading.
When you do an actual render you should see the fully textured object.
Regards,
Jo
Mtl file
(http://img689.imageshack.us/img689/2481/sts133apr142011170801.jpg) (http://img689.imageshack.us/i/sts133apr142011170801.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
What I see with rendered image:
(http://img38.imageshack.us/img38/6879/sts133apr142011170903.jpg) (http://img38.imageshack.us/i/sts133apr142011170903.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
That looks like an opacity issue:
The CL01NED.tif image is for the leafs, isn't it?
The tiff file should contain an alpha channel.
Inside the node-network navigate to your object and double-click on the '+' at the right of the node. Repeat until you see the bark and leaf shader seperately.
Double click on the leafshader (it should be a red node with 16 input ports) and go to the opacity tab.
In that tab CL01NED.tif should be mentioned as opacity image and "use alpha channel" should be checked.
Did this work? If not, read on...
Open the tif in an image editor and make an opacity map yourself as sometimes the alpha channel isn't present or it isn't working properly.
Paint the leaf white and the remaining pixels black (see example) and save that image as a jpg or bmp.
Use this b&w image as opacity image and uncheck "use alpha channel".
In all cases this approach should work.
As well in the default shader there's a Specularity tab...this slider should be set to black as a lot of models load with .5-1 Specularity[gray-white] and it should show black[0 on the colour box]...just my 2 cents Canadian.. ...
Nothing to do...
This is what I see after zooming...
(http://img62.imageshack.us/img62/5493/zoom1.png) (http://img62.imageshack.us/i/zoom1.png/)
Uploaded with ImageShack.us (http://imageshack.us)
I'm very sad...
Try checking or unchecking the Unpremultiply option in Colour tab of your Image Map Shader for the leaf texture.
- Oshyan
or better yet post some screen grabs of the various tabs in the default shader for the leaf...be easier to advise that way.. ...
I've understand error,is here:
(http://img194.imageshack.us/img194/6184/sts133apr152011102309.jpg) (http://img194.imageshack.us/i/sts133apr152011102309.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
A mistake on projection camera.
This is correct:
(http://img827.imageshack.us/img827/1251/sts133apr152011103610.jpg) (http://img827.imageshack.us/i/sts133apr152011103610.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
I've changed all camera projection for all parts, but rendered image is not still correct, camera see each part, not togheter, and render is so:
(http://img828.imageshack.us/img828/4606/sts133apr152011105211.jpg) (http://img828.imageshack.us/i/sts133apr152011105211.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Turning off unpremultiply colour should work. It always worked for me.
There's no mistake in projection camera. The images need to be UV-mapped, not camera-mapped.
Regardless of that, you were accidentially looking in the wrong tab of the shader.
Instead of the "images" tab you should go one tab to the left to "opacity".
Once there you should re-read my previous post here and try again.
Briefly that was to check if "use alpha channel" is enabled and test it with a render...if this doesn't work then manually create a seperate opacity map and load that as opacity image.
I'm pretty sure the problem is there.
You can also post your .tgd file here or e-mail it to me. I have all the Xfrog models, so you won't have to include it.
Here is tgd.
Weird, your object does not match with any of the ones from the Xfrog megabundle I have.
I have your judas tree in the "mediterranean" and "blossoming" bundle, but in both the models do not have textures for flowers (BS01flo1.tiff and BS01flo2.tiff) but only for petals.
I'd need the .obj model and textures to really help you out.
What I did see though, is that in all the flower and leaf textures no opacity map was specified.
So my assumption was right, you need to fix the opacity maps.
Check my first message and follow it exactly.
Just ran a test against the .tgo Judas Tree that was part of the XFROG free bundle that they gave away a whie back.
2 things...1. the .obj tree in the .tgd does not sit on the ground, and 2. no matter what textures I put on it from the free version it stays black....zero texture[see image...obj on the left] renders tho they seem to show up fine in the parts shader when applied. I think you have some corrupted files and I would ask for another download link for them
Texture file are not corrupted, they work properely on xfrog, I've troubles only on tg2.
Try this. In the trees internal network find the image map shader and go to the Colour tab and UNTICK Unpremultiply.
Hope this helps
Richard
Quote from: cyphyr on April 17, 2011, 04:48:24 AM
Try this. In the trees internal network find the image map shader and go to the Colour tab and UNTICK Unpremultiply.
Hope this helps
Richard
Done, nothing to do... :(
I'm very angry...
very odd, I have tried with my models from the mega pack and they work fine, no alterations needed. From which XFrog source did you get the model? Mega bundle, individual Turbosquid download, free XFrog give-away? As TU said, I also have the mega bundle and their is no mention of the leaf texture your using in there.
cyphyr
OK problem sorted:
Go to the internal network of your judas tree.
You'll see 6 default shaders.
The first one is the trunk shader, leave this alone for now.
The other shaders are called:
Default_CE1c shader
Default_CE2 shader
Default_leaves shader
Default_CE2b shader
Default_CE1b shader
In each shader copy the name of the colour image from the colour tab to the opacity image in the opacity tab and make sure to check the use alpha channel tick box.
Interestingly this is a completely different model to the one we have in the mega bundle. Well actually the base trunk and twigs seem the same but the flowers are very much simpler in your model.
Good Luck
Richard
ps: image attached showing your modified tree on the left compared to the tree of the same name as supplied in the "Mega Pack"
Oddly enough Richard that's what I did for my test image and it still turned out black...hmmmm
My tree was from that free .tgo pack recently offered.. ....
Hi cyphyr,
I can confirm your method works, but I don't want to do that EVERYTIME I load one of these trees (.obj).
Is there a way to make this modification permanent?
And BTW, it looks to me as if TG2 misinterprets XFROG obj files.
When I load an .obj with the default settings in TG2 it appears VERY SMALL. After I uncheck "source in cm" it appears to be OK
Happy Easter :)
PS. I am using XFROGPlants Europe 3 (obj)
Cheers, Dirk
OK, I found it :) Sorry for a dumb question
Yes once you have done this for each tree your using, right click on the obj node and select "Save Object File" and you'll be able to export the Obj out as an Tgo, the changes will be permanently saved in the new file
Guess you've figured this out already but I thought I'd post anyway.
Cheers and happy chocolate bunny day
Richard
exactly, but I have to add the new extension ".tgo" everytime, which is a bit cumbersome.
If I just select "Save As TGO" w/o adding the extension TG2 attempts to overwrite the existing .obj file and THAT file doesn't work
Quote from: schellmann on April 24, 2011, 06:14:44 AM
exactly, but I have to add the new extension ".tgo" everytime, which is a bit cumbersome.
If I just select "Save As TGO" w/o adding the extension TG2 attempts to overwrite the existing .obj file and THAT file doesn't work
Something screwy there as I don't believe TG2 will over write an .obj as it doesn't sav as such. Whenever I've "saved as a .tgo" the dialogue open up in the dir. the model came from and only .tgo is available as as a save option. I've never had to add the extension as that happens automatically upon saving.. ...
Did I say I am running on Windows 7 64bit?
I have no clue as if this is of any importance ...
Bobby, the new version(2.3) exports .obj, .lwo and .tgo. For objects and for terrain, that'll be why the correct extension needs added and why files are overwriting on save. :)
Quote from: dandelO on April 24, 2011, 12:15:04 PM
Bobby, the new version(2.3) exports .obj, .lwo and .tgo. For objects and for terrain, that'll be why the correct extension needs added and why files are overwriting on save. :)
D'oh...wasn't thinking, only running the Free Version so I ain't got that yet...schellmann...am running 32bit version of Win 7 Home