Perhaps this is a BUG, because using the 3DMAXs the standard material, if have the map bitmap texture, the Ambient is all tacit approvals "ambient 0 0 0 1".
for example:
material orig_background-wall
{
technique
{
pass
{
ambient 0 0 0 1
specular 0.747 0.747 0.747 1 55
emissive 0.17647 0.17647 0.17647 1
texture_unit
{
texture_alias 0
texture world1/03.tga
}
}
}
}
3DMAX Ambient enactment value would not influence.
Be very sorry my bad English.
yuriythebest
21-08-2006 15:06:25
why not use ogre materials?
Because the usage Ogre material is inconvenient dynamic adjustment in the 3DMAX, the especially many adjustments improve scene.
Lioric
21-08-2006 22:16:18
This is by design, as the internal users suggested to reflect the max standard material behavior
Do you suggest any different?
Yes, the 3D model Artist isn't the programmer, don't acquaint with the Ogre Material but acquaint with a 3DMAX Material, so hope to can use 3 DMAX material to import the Ogre Engine directly in, but need not increment additional ogre material setting.
Lioric
22-08-2006 16:47:12
The Ogre Material is a Max material, as the MentalRay material is, the Advanced Light mateial or any other Max material, that provides you with advanced control over the result
You need to learn to use it to benefit from the power it delivers
Then the standard material is supported, and the ambient color when there is a texture image is to reproduce the max behavior, so there are no differences in how max handles it
If you dont think that is the correct way for the material, then what is your comment on it, how the ambient material should be handled when there is a texture image in the standard material?
Okay, I will study usage the Ogre Material, thanking everyone's reply.
Lioric
22-08-2006 22:06:05
Just to clarify, if you feel that any method in the standard material should be handled different, we will be happy to evaluate your suggestions