[Development] Adding .mtl files into qt3d+qt5.5 based application
ritt.ks at gmail.com
Wed Mar 18 20:48:22 CET 2015
Here is where Sean opens a "3D modelling for dummies" courses :P
Closer to the original topic: there is a SceneLoader that loads a scene
(i.e. obj/dae/blender) and adds the loaded scene elements to the Qt3D
scene, retaining the original relationships (so that all materials assigned
to the mesh will be put to a respective QEntity).
Loading materials alone is something strange.
2015-03-18 16:16 GMT+04:00 Sean Harmer <sean.harmer at kdab.com>:
> On Wednesday 18 Mar 2015 16:59:51 Arjun Das wrote:
> > Hi,
> > One last question on the same topic, I can see that most of the .obj
> > in the examples are created using blender. How were the corresponding
> > files created?
> > For instance chest.obj has a corresponding diffuse.webp, so how were
> > webp created. I can see that they are not arbitrary images since they
> > perfectly cover the 3D model (Chest.obj in this case)?
> Right. These are made by defining texture coordinates (uv unwrapping or
> mapping) in a modelling tool such as blender, 3d max, maya etc, and then
> somebody with much more artistic talent than I have paints the texture and
> saves it as an image. So then the texture coordinates saved in the exported
> obj file in conjunction with the texture image (png or webp or whatever)
> gets nicely applied to the geometry when rendered.
> In this case, the chest came from Nobiax:
> Dr Sean Harmer | sean.harmer at kdab.com | Managing Director UK
> KDAB (UK) Ltd, a KDAB Group company
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