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Import OBJ from Turbosquid & Emitter behind lampshade


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Hi,

 

I have mostly done exterior renderings, and now i have a sries of interiors. I am scrambling to constitute a library of Maxwell optimized furnishings, lamps, etc..

 

I have an Artemid tolomeo Lamp from Turbosquid and just spent an hour assigning textures, testing etc..

 

Q1: Is it normal that in OBJ import, There are no separate materials applied to the ojects? Re)assigning seems like I missed something. advice?

 

Q2: I have a translucent lampshade, and want to put in an emitter. If I put in a small square, it will face down and not light the lampshade like a bulb does. SO do i need to put in a small cube or sphere? If I put it where the bulb is, how to get it to shine through the bulb but not be affected by the bulb, 'physically'?

 

Thanks

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Use an emitter type material on the bulb. Always use very simple geometry with few faces when doing this. It may be necessary to remodel the bulb in FMZ to keep the geometry simple. Secondly, create a second emissive material and assign it to the lamp shade. This way you will have individual control over light emission levels on both objects. Don't worry about having anything translucent. In the case of importing .OBJ files, you might have to use the separate tool to break up the geometry into individual bits to properly assign materials.

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I've been wondering about materials coming in with obj files for a long time. I thought obj files are supposed to have texture information already mapped onto the objects. But it has never worked for me. They always come separate, and I have to spend the time applying the textures. I thought .mat files are supposed to help with this, but couldn't understand how to make it work. 

 

Support, is this expected behavior?

 

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The described workflow above is how I've always dealt with obj files. Martin Malinsky had a post here:

http://forums.formz.com/index.php?/topic/6166-mapping-strategy-importing-from-turbosquid/

regarding how material files are handled with obj. I've never tried it, but if you have an object with lots of texturing, It's worth looking into.

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Hi Shibui,

 

Thanks for that advice.

 

Allan, I followed the advice by ANdrew in th eother thread Shibui points to , and it works. you need to import in a way which will get you your object to scale, and then re-creat materials from the texture maps. Also when importing check the "Use Groups to Form Objects" option. Use "Separate tool" as Shibui suggeste. Once open then simply 'Paint' the appropriate material on each oject.  Do NOT use "Map texture"  tool, as that will re-assign texture mapping. You can check with "Edit texture " tool to verify that it is indeed UV mapping. My model from Turbosquid worked perfectly this way.

 

Martin's post is a few notches above my technical ability, though when i have more free time I will try it.

 

Cheers-

 

Peter

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