Maya materials and Direct3D

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1 comment, last by TurboBoost 22 years, 5 months ago
I am exporting Maya models over to DirectX. In Maya, lambert materials can have color, ambient color, diffuse factor, and incandescent color. In DirectX there is only ambient color, diffuse color, emissive color and specular color. I am guessing emissive color is the incandescent color. But what about the rest? How do I get ambient color and diffuse color when all I have is color, ambient color, and diffuse factor? Edited by - TurboBoost on November 8, 2001 6:55:46 PM
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Leon Hui @ Credo Interactive
Bringing Characters to Digital Media
www.lifeforms.com
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any?
_________________________________________
Leon Hui @ Credo Interactive
Bringing Characters to Digital Media
www.lifeforms.com
ICQ#: 1750265
Current ICQ status:

SMS: (Send an SMS message to my ICQ): +27831421750265
More ways to contact me: http://wwp.icq.com/1750265
_________________________________________
...bastard has Maya...

Incandescant and Emissive are the same thing, I think.

When you say diffuse ''factor,'' you mean a single scalar value? I can''t see how a single scalar value can be used to represent a color.

Specular is to do with the shiny extra-bright bits.

Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

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