I am running into a problem, that I used to have a workflow for. But I lost that knowledge ;-)
Having an OBJ from Groboto, it does not shade properly in TG2. The shading applies to the OBJ's faces as a single colour/displacement.
I used to import it to a 3rd-Party-App, exported it and remapped in Blender.
With Blender as standalone I have no success.
What am I missing?
Do I have to triangulate the faces? Any mysterious UV-Stuff, that I refuse to know? Any App, that does this magic for me without the need to remap the OBJ?
Thanks in advance,
Volker ;-)
I think it doesn't export normals, so best try is to take trhough Poseray and recalculate normals. It will get heavier though. I have the same with a thatched roof (hair fibres) I'm exporting from ZBrush. Does look awful (flat) in preview in TG. But it renders well, strangely.
I'll try poseray later this day ... thanks for the idea :-)
I disabled the UV-Export in Groboto and the procedural shading of objects works now :-)
Quote from: Volker Harun on January 20, 2016, 06:41:58 AM
I disabled the UV-Export in Groboto and the procedural shading of objects works now :-)
Good to know that about Groboto...thanks for sussing it out.
Bobby - it's not Groboto specific - if you want to shade your model procedural
you don't want it to be UV mapped or you have to use world space. It's always the same.
Just like here
http://www.planetside.co.uk/forums/index.php/topic,20209.msg199715.html#msg199715
;)
Thanks jochen...I suspected as much as I have started overcoming my fear of my colourblindness and bashing on with the ever useful Power Fractal shader.