exporting threejs ShaderMaterial as mtl file?
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
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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
add a comment |
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
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
three.js shader mtl-file
asked Nov 28 '18 at 23:01
PierrePierre
161112
161112
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1 Answer
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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
).
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
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
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
).
1
And also the associated uniform inputs if you end up with any?
– pailhead
Nov 29 '18 at 3:11
add a comment |
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
).
1
And also the associated uniform inputs if you end up with any?
– pailhead
Nov 29 '18 at 3:11
add a comment |
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
).
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
).
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
add a comment |
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
add a comment |
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