Materials in 3D models
How you assign materials to your 3D objects matters.
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How you assign materials to your 3D objects matters.
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Materials in 3D models is a very complex subject that far exceeds the scope of this guide. Here, we will go just through some basic steps of setting up your materials inside Blender.
Please note, in most cases, you should always use one material per a single object inside your 3D model.
The objects in a 3D model have very often different materials assigned to them. One example is shown below:
If possible, you should remove these redundant materials as they will get ignored by LightAct (and could, in the worst case, make it behave unexpectedly).
If you prepare your 3D model correctly, it is possible to map different content to different parts of your 3D model. The way to do that is to assign different material to different objects of your 3D model inside your 3D software.
3D models that might be sent to you, will quite often include dozens if not hundreds of different objects. In a lot of cases, and especially, if you want to apply different content sources to different objects within the same 3D file, you will need to organize the objects inside your 3D model.
An example of a disorganized scene collection, which has too many separate objects with hard-to-understand names:
An example of a nicely organized scene collection:
If the objects in your 3D software are organised as described in this guide, LightAct will recognize them and you'll be able to map different sources to every one of them.
An in-depth guide on how to map textures to different parts of 3D model here.