#Blender materials

24 messages · Page 1 of 1 (latest)

tacit fractal
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Hello, I made a glitter-cow in blender, but when I try to load it in blender, it looks like this. It is my first time using 3D so any help is appreciated.
The model has got 3 materials and 5 meshes (each mesh uses only one material)
I know the glitter material will be more difficult to work, but the black spots are not even in my model ??

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thats .gbl

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this is .obj

gray quarry
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raylib's default shader is VERY basic. raylib does not have a PBR material pipeline like blender does. all you are going to get is the basic texture.

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anything else you have to implement in your own shader and your own systems

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raylib is not a 3d engine, it's much lower level

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ob doesn't even read in the texture, that's why it's black

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glb at least reads in the vertex colors and the base texture

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other than that, you have to implement materials on your end in GLSL shaders.

tacit fractal
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does that mean that I may only use one material?

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also, is there any tutorial for using shaders in models?

gray quarry
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it means that you have to build a material system in raylib

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raylib does not come with one

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there is an entire section of examples for using shaders

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raylib is much lower level than I think you realze

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it's not an engine that a designer can use, it's not like unity or unreal

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it's a basic programmer framework

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anything above a basic texture, you have to write code to support.

tacit fractal
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I know that raylib is low level, just like opengl, but its my first time and I dont know anything x)

gray quarry
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I sugest you go over the model and shader examples

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that way you'll get a better sense of what raylib does out of the box and what you'll have to add

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openGL doesn't know what a 'material' is

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raylib doesn't even do lighting for you

tacit fractal
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me neither lol, thank you so much for your help, Ill look into it