Question:
In order to import a 5.6 scene into lightscape, do I need to have a 5.6 object copy of every item of the scene? I maintain a library of furniture, cars, etc. . . does this mean that for every scene i make, I need to put a 5.6 copy of all the objects in one folder fo ls to access?
Answer:
In short: yes.
In long: perhaps.
Using my preferred method, as you can read on the first page of the tutorial, you will need to manually save out each object to a V5 version, and load all those back into Layout, then export that scene to a V5 scene. You will end up with a completely V5 compatible scene and objects.
However, as I have described, some things dont get converted, like lights, object positions, and cameras. If this is all crucial for you, you might want to consider converting your scene using Deep exploration or Polytrans to MAX and from MAX to a Lightscape preparation file. Polytrans can also directly convert to Lightscape preparation. However I have warned of possible object and expecially material corruption. This will most likely happen therefore I advise against using any of those methods.
Ways to circumvent the problems of the LW-> V5 method:
Placement of objects can be done in modeler, creating duplicate geometry when using clones but it will be duplicated by the other converters too.
The importing of lights might go all right. See if it doesnt work, and if it doesnt, perhaps convert your scene using Deep Exploration or Polytrans, then open in Lightscape, ditch all the blocks and keep the luminaires. Import the V5 scene using 'merge' instead of 'replace' of the Lightwave import dialog, and there you have a correct scene, with lights. |
Question:
I followed the tutorial through step by step and seem to have an issue with the LW side
of things. Whatever I import as the final model, then change the
diffuse/luminosity to 100% I still get all the surfaces that don't have textures
assigned displaying/rendering as black.
Answer:
Perhaps you missed the part where you have to set the surface color of all
surfaces to white. See Step 4 of Part IV of the tutorial.
Its easy to miss as it is not logical to do. It is, by the way, not necessary setting all the diffuse levels to 100%. Diffuse will be the response added to LW lights you put in the scene. A metal will therefore not be 100%.
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Question:
Everything is okay, but when I export the VRML scene from Lightscape, it shows
me a diaologue box like this:
Warning: textures referenced by absolute pathname in output file reote VRML browsers may not be able to access the textures. Search for 'Texture2' in output file to find texture nodes if you want to change the references.
And as I can see in AccuTrans, the only material is 'Object' (and of course it doens't export to lwo in 'layer' style.
I assigned each of the object (materials) a white.jpg as texture maps already, in order to 'seperating' them into editable 'layers'.
What did I miss for the critical part?
Answer:
You need to have different image (file name) for each material you want to
export seperately.
You need to have White-1.jpg, white-2.jpg, white-3.jpg and so forth. They can be anything really, as long as they are different names.
In fact, if you care lots about the material color you have given your material in Lightscape, you can make the image the color of the material. This way the color gets preserved.
In effect, when applying the texture map, Lightscape no longer stores the color information in the file, as it assumes the texture map is sufficient color information. Applying no texture map therefore gets you your color but no separation.
You can always still re-apply the color in Lightwave, which will give you exactly the same result as when it was in LightScape.
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