I looked into it some more and it looks to be a Blender issue, Blender can't effectively convert material (Cycles) nodes to the mtl format. This would affect the plugin too as it also uses the node support system for building Octane materials. I understand the issue better now, about the only way to really get it to work right would be to bake every texture and export it the way mtl can support.stratified wrote:Don't understand that last sentence. I think the obj exporting is done by Blender itself and has nothing to do with the plugin.grimm wrote:Thanks for looking at this too Thomas, It looks like a problem on Blender's side then. Both textures should have come in as diffuse with no textures, just color. Could this be an issue with the plugin as the materials were Octane nodes and I was using it?stratified wrote: Unless I'm missing something, loading this MTL file works as expected...
There are no image textures described in this MTL file (via directivesmap_ka
,map_kd
,map_ks
,map_ns,
,map_bump
,bump
,map_d
). The 2 materials are identical and Octane correctly creates a glossy material for them using:cheers,
- Kd 0.640000 0.640000 0.640000 -> diffuse RGB texture with value (0.64, 0.64, 0.64).
- Ks 0.500000 0.500000 0.500000 -> specular RGB texture with value (0.5, 0.5, 0.5).
Thomas
Jason
Thinking a bit more about this, it might work well for when you guys get OSL working. Once you finalize your scene, you could bake all the textures down to simple diffuse, spec, normal, etc. Save them and then do a final render which might be faster than having to calculate a complex series of nodes, etc. Would probably really help with animations?
Thanks again Thomas.
Jason