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Moho pro 12 obj mtl
Moho pro 12 obj mtl









moho pro 12 obj mtl
  1. #Moho pro 12 obj mtl software
  2. #Moho pro 12 obj mtl code

#Moho pro 12 obj mtl code

Upon comparing the two files I could see that the 2.83 osg file was missing the last block of code which I summarized to be the second UV layer. I then used osgconv to convert each from fbx to osg. For proof of my theory, I exported a very simple fbx file out in both versions of Blender. One of the features of osgconv is its ability to convert to a "readable" osg format. I work on an openscencegraph base project for which we use the osgconv utility to convert fbx format files to ive format. In my case, the issue appears to be that 2.83's fbx exporter is dropping my second UV layer.

moho pro 12 obj mtl

Hello, I am experiencing a similar problem between the export results in 2.79 and 2.83. I'm afraid we have to close this [unless Montagne (mont29) has Montagne (mont29): still would be good to know if we put this as TODO somewhere?

#Moho pro 12 obj mtl software

My vote would be to support this once in the future, but at this point in time I assume this would not be considered a (RenderHub): out of pure curiosity: do you know of other software that would support such a case on export for OBJ (FBX)? On the other hand, one could argue it would still be good to export a texture down the branch (even if it would only come back on import as directly connected to the corresponding socket), so that you would still have the texture and then manually recreated the color operations afterwards. cannot be represented and would need to be dropped). On the one hand it makes sense to not consider these "valid" branches in the nodetree, because even if the exporter would find a texture somewhere in the branch and exports this, the result would be different from what you see in blender (the color operations etc. It can then also take TextureMapping into account that feeds the ImageTexture node.īut it does not do operations in between the socket and the texture (like in your case: you are doing color operations on them RGB to BW, Power, Invert even mixing two textures to feed one socket) Meaning it only takes textures into account that are directly plugged into the socket. node_shader_utils (see ) only has pretty basic support for exporting/finding ImageTextures connected to a socket.











Moho pro 12 obj mtl