exporting threejs ShaderMaterial as mtl file?












0















Is there a way to export a general threejs shadermaterial of the type:



var the_material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs ,name:id} );


into a .mtl file ?










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    0















    Is there a way to export a general threejs shadermaterial of the type:



    var the_material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs ,name:id} );


    into a .mtl file ?










    share|improve this question

























      0












      0








      0








      Is there a way to export a general threejs shadermaterial of the type:



      var the_material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs ,name:id} );


      into a .mtl file ?










      share|improve this question














      Is there a way to export a general threejs shadermaterial of the type:



      var the_material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs ,name:id} );


      into a .mtl file ?







      three.js shader mtl-file






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 28 '18 at 23:01









      PierrePierre

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      161112
























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          An .mtl file can only represent specific classic material types, like "phong" or "lambert". See this document: http://paulbourke.net/dataformats/mtl/. As a result, it is not possible to put arbitrary shader code into an .mtl file. To export an arbitrary shader, you'll very likely need to export the entire vertex+fragment shader (e.g. .glsl).






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          • 1





            And also the associated uniform inputs if you end up with any?

            – pailhead
            Nov 29 '18 at 3:11












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          1 Answer
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          active

          oldest

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          active

          oldest

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          2














          An .mtl file can only represent specific classic material types, like "phong" or "lambert". See this document: http://paulbourke.net/dataformats/mtl/. As a result, it is not possible to put arbitrary shader code into an .mtl file. To export an arbitrary shader, you'll very likely need to export the entire vertex+fragment shader (e.g. .glsl).






          share|improve this answer



















          • 1





            And also the associated uniform inputs if you end up with any?

            – pailhead
            Nov 29 '18 at 3:11
















          2














          An .mtl file can only represent specific classic material types, like "phong" or "lambert". See this document: http://paulbourke.net/dataformats/mtl/. As a result, it is not possible to put arbitrary shader code into an .mtl file. To export an arbitrary shader, you'll very likely need to export the entire vertex+fragment shader (e.g. .glsl).






          share|improve this answer



















          • 1





            And also the associated uniform inputs if you end up with any?

            – pailhead
            Nov 29 '18 at 3:11














          2












          2








          2







          An .mtl file can only represent specific classic material types, like "phong" or "lambert". See this document: http://paulbourke.net/dataformats/mtl/. As a result, it is not possible to put arbitrary shader code into an .mtl file. To export an arbitrary shader, you'll very likely need to export the entire vertex+fragment shader (e.g. .glsl).






          share|improve this answer













          An .mtl file can only represent specific classic material types, like "phong" or "lambert". See this document: http://paulbourke.net/dataformats/mtl/. As a result, it is not possible to put arbitrary shader code into an .mtl file. To export an arbitrary shader, you'll very likely need to export the entire vertex+fragment shader (e.g. .glsl).







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 28 '18 at 23:57









          Don McCurdyDon McCurdy

          5,27311439




          5,27311439








          • 1





            And also the associated uniform inputs if you end up with any?

            – pailhead
            Nov 29 '18 at 3:11














          • 1





            And also the associated uniform inputs if you end up with any?

            – pailhead
            Nov 29 '18 at 3:11








          1




          1





          And also the associated uniform inputs if you end up with any?

          – pailhead
          Nov 29 '18 at 3:11





          And also the associated uniform inputs if you end up with any?

          – pailhead
          Nov 29 '18 at 3:11




















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