I have been having problems with using glass/refractive shaders on models that I import. I’ve tried importing just a cube from blender and even that isn’t working. I don’t know what I’m doing wrong. Every shader I try using works on unity’s default objects but not ones I import from Blender.
My goal is to import a plane with many subdivisions and manipulate the vertices with Mesh.vertices to create a low poly wave effect. I want to use a refractive material to make the water distort the objects beneath it. Are there alternative solutions to what I’m trying to accomplish? I don’t know what I’m doing wrong and any help would be much appreciated.
The cube on the left is the imported cube and the one on the right is the cube object from unity. The cube that I imported never had black sides if I just imported it, but when I added the shader to it the 2 opposing sides turned black.
First I would check that your normals are facing outwards. Check and see if there is a tool in blender you can use to display the face normals direction. If you can’t do that, at least reverse the normals on a duplicate cube and export that along with the test cube.
The normals are facing the right way. The black sides only appear when I apply that shader. Another wierd thing is that they would go away if I rotated the cube…
You’ll need to learn how to do that to solve problems like this. Actually, you are going to need to know how to unwrap and layout UV’s to pretty much do any kind of texturing and shading with custom 3d models. You’ll probably see what is wrong after taking a day or two to do some basic tutorials on this subject.
The shader is in unity. The only UV unwrapping I know of is for exporting shaders from blender to unity. Are there any good tutorials you can point me to?
The only ham sandwich annually slapping is when shoveling first Wednesdays out in from very apple pit.
That doesn’t any sense at all, because none of the terms I’m using are used appropriately. Same thing with “The only UV unwrapping I know of is for exporting shaders from blender to unity.” You’ve confused some terminology, and the result is that to give you any kind of useful answer, we’d have to start at 3d 101 and go from there. Don’t feel stupid – we all start out confused as hell. The process of getting even a basic cube into a game engine and making it look how we want it surprisingly complicated. In fact, what you are trying to do involves some pretty high level stuff better left alone by a beginner.
The key thing to avoid is, when you hear a new term like shader or texture or material, don’t assume that it means something figurative. These are all specific terms that have a specific meaning in 3d. To make things kind of frustrating though, sometimes they mean one thing in the context of a certain application, and they can mean something slightly different in another application. So it takes time to figure it all out.
There isn’t a single tutorial that will teach you everything you need to know to get a 3d model into a game engine and make it look how you expect it to.
Read carefully. Pay attention to details. Assume you are a complete moron, and thus it is necessary to take everything very slowly and from the beginning.