biswazr Posted March 24, 2016 Share Posted March 24, 2016 First of all sorry for my english or grammatical error I have just create a simple scene with some cubes ,which use to make a house and applied only diffuse texture ;created one sun in blender texture are simple diffuse texture though it creates funny specular dot in the middle of mesh i have attached picture also link top my testing local server http://linuxgame.ddns.net/speakout/ note: i have created those window cuts using boolean modifier but everymesh has ths tpe of specularity Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted March 24, 2016 Share Posted March 24, 2016 I do not see the dot you speak of, but you could control either the material to not be shiny, and / or keep the light from emitting specular. The material settings are mapped: Lights common properties are mapped: The full documentation is available for your enjoyment! Quote Link to comment Share on other sites More sharing options...
biswazr Posted March 24, 2016 Author Share Posted March 24, 2016 Thank You @JCPalmer, for your help ,i will go through documentation as u suggested ,but can i ask one question ? using boolean to create window cuts in a wall (cube) ,will it create any issue as i am facing some black patches. If u can just help me with that , here u can see also http://linuxgame.ddns.net/speakout/ Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted March 25, 2016 Share Posted March 25, 2016 When you start cutting holes in stuff, and want to see all sides, you might want to turn backface culling off using Blend Game, see manual. Quote Link to comment Share on other sites More sharing options...
dbawel Posted March 25, 2016 Share Posted March 25, 2016 With such simple objects such as walls, I would build cubes around the window frames. This will let you unwrap your UV textures and avoid odd projection mapping which we see in your scene (stretching.) And you will still maintain a small vertex count with using simple cubes. Also, booleens often generate non-uniform UV mapping issues, so with simple geometry such as in your scene, booleens produce more problems than typically solve them. Quote Link to comment Share on other sites More sharing options...
biswazr Posted March 26, 2016 Author Share Posted March 26, 2016 Thank you @JCPalmer , @dbawel for your suggestion ,Also i found boolean modifier is the culprit here . Thanks all of you. Quote Link to comment Share on other sites More sharing options...
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