[osg-users] Regarding Converting 3ds Max file in OSG format
Danilo Souza
danilo.duarte at ua.pt
Tue Jun 23 05:27:35 PDT 2015
Try sketchup with the export plugin https://github.com/rpavlik/sketchupToOSG
You may find sample models on the 3D Warehouse that can be exported easily. But as Jan said, you may need to tweak a thing or two.
--Danilo
________________________________
De: osg-users <osg-users-bounces at lists.openscenegraph.org> em nome de HITESH Singhal <ug201211016 at iitj.ac.in>
Enviado: terça-feira, 23 de junho de 2015 13:20
Para: OpenSceneGraph Users
Assunto: Re: [osg-users] Regarding Converting 3ds Max file in OSG format
I was asking all that because I'm working on a software named VIZARD and it supports only OSG files. I have no option using any file other then OSG. So where can I find 3d Shopping Mall model in osg files directly. Any suggestion?
--
Regards
Hitesh Singhal
Electrical Engineering
+91-8386837430
On Tue, Jun 23, 2015 at 5:35 PM, Jan Ciger <jan.ciger at gmail.com<mailto:jan.ciger at gmail.com>> wrote:
On Tue, Jun 23, 2015 at 1:32 PM, HITESH Singhal <ug201211016 at iitj.ac.in<mailto:ug201211016 at iitj.ac.in>> wrote:
> Hi,
> Thanks for your help. I've converted my model in .osgb but it is missing
> various textures and materials, It is not in the same form. How can I get
> the model exact in osgb, without any loss.
>
Generally speaking, you can't. 3DS Max (or Maya or Blender ...) uses a
very different shading and lighting model than OSG (or any 3D engine).
This must be converted by the exporter plugin and even then the
conversion is never 1:1 because some things simply don't have an
equivalent representation, e.g. various normal mapping, composition
effects, shaders, etc.
This is a common and non OSG-specific problem. The asset creation
pipeline is a huge issue for any 3D engine and generally the asset
tools are written from scratch for each, to support their needs. It is
a large industry and the market for these tools is where a lot of
money is being made - good tools are rare and expensive. Then your 3D
designer needs to be aware of the limitations of both the 3D engine
they are targetting and the exporters and create their model
accordingly.
If you are hoping to download a random model somewhere and use it with
OSG/Unreal/Unity/etc. without any changes/rework, that is bound to
fail, unfortunately. At best you get the mesh and some materials
(vertex colors and some textures), at worst not even the mesh.
Good luck,
J.
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