I have been working with some vegetation inside Rhino lately and I noticed most models never include material files, but instead .OBJ and .MTL. The MTL is a just text file pointing to the textures (JPEGs,etc) together with some settings.
Are these settings interpreted by the Rhino Material or is Rhino simply applying a generic material with a bitmap as diffuse and bump?
Hi Nathan. Right, but I wonder about the other settings. I think most are set to generic. In fact, I think the only change is gloss finish changed to 50%. Maybe other applications like 3DS MAX make use of all the settings inside the MTL file and thus have a more accurate material?
I feel like rendering a material with only a bitmap as a diffuse is not very realistic. Or maybe I just need to fiddle around with the settings. Which is alright, I just don’t know if this is always the standard workflow.
For textures it looks like we support diffuse, transparency, bump and environment (emap) textures. For colors we support diffuse, specular, ambient and transparency colors.
Are you not getting bump textures assigned where the OBJ material you’re importing is specifying one?
These numbers are mapped to what the Rhino material knows about, but in short
Ns specular component. In Rhino internally shine. This is gloss in Rhino Custom material.
Ni optical density. In Rhino Custom material you see this as the IOR
d is the dissolve factor. In Rhino Custom inverted for transparency. So 1.0 means fully opaque, means 0.0 transparency
Tr transmission - I believe we interpret this just as the inverse of d
Tf transmission factor. In Rhino Custom material you see this as transparency color. I would guess in the V-Ray material you show it is Refraction color
illum is the illumination model. In Rhino we don’t have illumination per model
Ka ambient reflectivity color. I don’t think it shows in Rhino Custom material UI, but it is set to the (display) material property AmbientColor
Ks specular reflectivity. Rhino Custom gloss color I think