Category Archives: content creation
Currently, I am working on an exporter for Blender that greatly speeds up content creation process for the engine. It is not complete yet, but I thought that it worth a post. It supports meshes, instances, materials, textures, point and spotlights.
The exporter saves all meshes in obj format (ugly, I know, but works). It creates Merlin3D scene files with all mesh and light instances. Moreover, it generates effects files automatically, configuring the call of an appropriate GLSL shader and configures the parameters for it. Some of these parameters are the textures taken from texture slots in Blender materials. The exporter supports diffuse, normal, specular and glow maps at this time, but support for further texture types can be easily added. There are also shader parameters coming from material texture settings like specular and glow coefficient, and things like that.
The script extracts several light parameters, such as color, energy, radius (or distance in Blender terminology) spotlight angle or falloff type.
There are a lot of things missing, but the results achieved now are promising… 🙂
Finally, let’s see some screenshots.
Merlin3D currently is evolving towards to be an outdoor engine. Scenes like those are almost always requiring a 2D terrain heightmap (or a real 3D model) to render landscapes. To produce believable rendered images it is important to obtain a realistic-looking terrain model. To creating one is not an easy task , even if we use software tools to generate these objects.
Read the rest of this entry