multiple materials per mesh

Software: Away3D 4.x

Joeri, Newbie
Posted: 26 November 2012 12:53 PM   Total Posts: 2

Hi there,

I’ve seen that there are others that have encountered the same problem
I’m having right now. So I was wondering if there existed a method to work around this problem / a fix or something that does the job ?

The Away3D 3DS parser does not support multiple materials per mesh at this point.


And it’s true some of the meshes have more then 1 material on them. Problem is that this 3Ds file I’m using is a very (yes very) big 3D map of a campus. It has been worked on for weeks if not months, and I can’t really “re-do” the work of other colleagues.

Has anyone had a fix for this problem ? of even a heads-up maybe ?

Many tnx in advance!

   

Saaikouze, Newbie
Posted: 26 November 2012 01:08 PM   Total Posts: 10   [ # 1 ]

Maybe Im missing the point but why would you need multiple materials per mesh?

   

Joeri, Newbie
Posted: 26 November 2012 01:52 PM   Total Posts: 2   [ # 2 ]

Hi,

Because the objects (complex buildings in this example) use more then one material. Often used to texture only a part of the object (faces) with one texture, and the other part with another texture.

I couldn’t choose how the city was build, It was just delivered to my “as is”. Now I have to figure out a way to make Away3D render all the materials per mesh.

If you take a peek at the source code of the Max3DSParser, you see it can detect that there is more then one material present, but it just doesn’t do anything with the others except for the first one it runs into.

... = obj.materials[0];

 

   

Saaikouze, Newbie
Posted: 26 November 2012 02:05 PM   Total Posts: 10   [ # 3 ]

Hmm I did some searching for you but can’t really find something with the same problem. And that face you gave as an example is litteraly connected to the model? It’s not a seperate mesh somehow?

   
   

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