roux
19-08-2009 08:45:57
Hi everybody,
I'm new in Ofusion and Ogre and I meet many difficulties to export materials correctly to Ogre.
I use 3D studio Max 2009 and ofusion pro 1.973 to made an virtual aquarium. I must creat all the graphique part for this project and I search how can I use bump map with diffuse with alpha map.
The problem is Nowely I have a different result in Ofusion and FlowED. I have use the tutorial 5 of Ofusiontechnologies (http://www.ofusiontechnologies.com/tutorial5_part1.html) to creat a shader who can use correctly normal bump. After I have create a new pass with alpha mask
In ofusion everything rull and make me a good result :
But when I execute it in FlowED or Ogre, the result is very different :
May be it's a big foolishness to my part because I'm a graphiste (so it's very difficult to me to enter in code conception), but if somebody know what wrong here or understand my problem I thank him to put me of my hole.
I'm new in Ofusion and Ogre and I meet many difficulties to export materials correctly to Ogre.
I use 3D studio Max 2009 and ofusion pro 1.973 to made an virtual aquarium. I must creat all the graphique part for this project and I search how can I use bump map with diffuse with alpha map.
The problem is Nowely I have a different result in Ofusion and FlowED. I have use the tutorial 5 of Ofusiontechnologies (http://www.ofusiontechnologies.com/tutorial5_part1.html) to creat a shader who can use correctly normal bump. After I have create a new pass with alpha mask
fragment_program tutorial_BumpMap_ps cg
{
source tutorial_BumpMap_ps.source
uses_adjacency_information false
entry_point main
profiles ps_2_0 arbfp1 fp20
default_params
{
param_named Ka float4 0.3 0 0 0
param_named Kd float4 1 0 0 0
param_named Ks float4 1 0 0 0
param_named_auto ambient ambient_light_colour
param_named bumpiness float4 1 0 0 0
param_named_auto diffuse light_diffuse_colour 0
param_named_auto specular light_specular_colour 0
param_named specular_power float4 64 0 0 0
}
}
vertex_program tutorial_BumpMap_vs cg
{
source tutorial_BumpMap_vs.source
uses_adjacency_information false
entry_point main
profiles vs_2_0 arbvp1
default_params
{
param_named_auto eye_position camera_position_object_space
param_named_auto inv_view_matrix inverse_worldview_matrix
param_named_auto light_position light_position_object_space 0
param_named_auto view_proj_matrix worldviewproj_matrix
}
}
material tuto_shader
{
transparency_casts_shadows on
technique
{
pass
{
lighting off
scene_blend add
alpha_rejection greater 105
cull_hardware none
cull_software none
texture_unit
{
texture_alias alpha
texture scorpaenaScrofa_alphaWhite.png
tex_address_mode mirror
filtering linear linear linear
colour_op_ex source1 src_texture src_current
colour_op_multipass_fallback dest_colour zero
alpha_op_ex blend_diffuse_alpha src_texture src_current
}
}
pass
{
iteration once_per_light
ambient 0.7 0.7 0.7 1
diffuse 0.7 0.7 0.7 1
specular 0.9 0.9 0.9 1 25
alpha_rejection greater 156
depth_func equal
cull_hardware none
cull_software none
vertex_program_ref tutorial_BumpMap_vs
{
}
fragment_program_ref tutorial_BumpMap_ps
{
param_named_auto specular light_specular_colour 1
}
texture_unit
{
texture_alias diffuse
texture scorpaenaScrofa_diff.png
colour_op_ex source1 src_texture src_current
colour_op_multipass_fallback dest_colour zero
alpha_op_ex blend_diffuse_alpha src_texture src_current
}
texture_unit
{
texture_alias bump Map
texture scorpaenaScrofa_nmap.png
colour_op_ex source1 src_texture src_current
colour_op_multipass_fallback dest_colour zero
alpha_op_ex source1 src_texture src_current
}
}
}
}
In ofusion everything rull and make me a good result :
But when I execute it in FlowED or Ogre, the result is very different :
May be it's a big foolishness to my part because I'm a graphiste (so it's very difficult to me to enter in code conception), but if somebody know what wrong here or understand my problem I thank him to put me of my hole.