![]() If you made it red, all your textures would turn out to be red too. Right-click on it again, and click Edit MaterialĪlways leave it white. ![]() Go to the end of the line of materials, and you should now see the 15th material. Right-click on any of the materials in the Palette and click on Append new material. We can edit the first material, however from experience I found that the default materials often reverse the values to default, so it is better to Append a new material: The only things that will affect the final look in X-Plane are the Diffuse, Specular and Emission.Ĥ. The materials in AC3D don’t really give us many options. This is really nicely explained in the first link I shared above. This can further be adjusted with normal maps that include specular maps in the blue channel. ![]() GLOBAL_specular 1Īdding GLOBAL_specular 1.0 to the header of the OBJ file will make all exported objects 100% shiny (or in other words 0% rough). The AC3D plugin always seems to export that line by default. ![]() In a nutshell, we want to add two magical lines to the header of the OBJs: NORMAL_METALNESS GLOBAL_specular 1 NORMAL_METALNESSĪdding NORMAL_METALLNESS to the header of the OBJ will enable the rendering of metallic surfaces in X-Plane. Substance Painter does this automatically when using the X-Plane Export config. In other words, how to make sure the specular and metallic channels are being applied correctly.įirst of all, this is after you’ve already created a normal texture that contains the specular map in the alpha channel and the metallic map in it’s blue channel. You can check my version XCRAFTS_AC3D_ TUTORIAL_CHECKPOINT_ 2.acħ.2 How to make objects shiny/reflective and metallic in X-Plane Simply select it in Object Select mode, and hit DEL. Now that our cubes are in the group, let’s delete the second one we created. Here change “group” to “ Test Cube Group” (or whatever you want)ħ. Right-click on the group in the Hierarchy view > Edit Name/Data. If you have a group_B inside of group_A, you won’t be able to rename group_B using Option 1), because the Object Name window will always display the first group (parent one) of the hierarchy, so that is why I am mentioning this Option 2) as well. In more complicated setups, you will have groups inside other groups. Option 2) Through the Object Name/Data window Here change “group” to “ Test Cube Group” (or whatever you want). Once the group is selected, you can rename it in the lower left side panel of AC3D under Object Name. Renaming the group: (this also works for renaming objects!)Įnter the Group Select mode (hit “ g” on your keyboard), and then select both boxes either in the viewport or in the hierarchy view. If your objects are in millimetres, Kilometres or very far from this scale range you may want to scale them up or down to fit roughly in that scale range, to avoid future issues.6. Blender and Cycles render are set up to work best with 1 Blender Unit = 1 Meter, both in terms of lighting and physics. Working with scene scales too large or too small may lead to float point precision issues. If that is the case you may been to adjust clipping distances, either for the viewport, camera or both. ![]() If the objects are too small or too big in relation to default scene scale you may still be able to see them due to being outside the view distance bounds. This will zoom in tightly on the selected object. (Period) key, or go to View > Frame Selected for 2.8+, to view selected objects. Then with the mouse over the 3D View press the Numpad. If there are any, use the Outliner to select them. Look in the Outliner for new objects under current collection (geometry should be of mesh type). Imported objects from other file formats, are often times really small, off centered, or very far away from scene origin, compared to the default scene scale.įirst step is to make sure anything was actually imported. ![]()
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