On Tue, Jun 23, 2015 at 1:32 PM, HITESH Singhal <ug201211...@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. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org