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I have dozens of meshes textured off of photograph-based UV sets. My team has created a self-illumination shader that allows the textures to produce the game lighting (Example - An office building texture with a self-illum shader mirrors the lighting from the photograph.) When I import the meshes in Unity from Maya 2010, it defaults all shaders to diffuse. Is there a way to replace all of the shaders assigned to all of the meshes in a batch like process; Or, can a default shader be declared in the project that forces Unity to use self-illumination as the default? Any ideas or resource guidance on this issue will be helpful. Thanks!
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Since we can't easily list all shaders, using a TextField is the best I've got, after modifing the script from wiki:
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Well... for starters, I'm sure you could write an Editor script to do it for you. Here's the class overview for Editor scripts: http://unity3d.com/support/documentation/ScriptReference/20_class_hierarchy.Editor_Classes.html Unfortunately, Unity doesn't support multi-select editing (yet), so if you can't find a solution, you may just have to suck it up, throw on some music, and do it manually. You could also try exporting some other way from Maya... instead of using the Maya format, you could try .FBX (or the other way around). Unity may import the materials differently using different file formats. @SpikeX: Unity doesn't import Maya files, it opens Maya in the background and makes it export to .FBX. So there is no difference. Anyway Unity doesn't import materials from 3D apps at all, because there's no real way to convert them.
Apr 05 '10 at 07:52 PM
Eric5h5
One of the few types of model files it doesn't import then... strange. :P
Apr 05 '10 at 11:51 PM
qJake
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