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1 | initial version |
I found out an option for achieving smooth shading inside gazebo: Using Blender, "smooth shading" can be selected for all areas of your model that should be smooth shaded (I thought this was only a visualization option, but it in fact actually is a property of the mesh). Blender materials can also be used to set the color and lighting properties of the model. Then, after converting the model to triangles only (to work around gazebo not working with quad based COLLADA, as described here), the model can be exported to a .dae COLLADA model. When not specifying a material in the world file using the <material> tag, the materials of the .dae will be used.
Example image:
2 | No.2 Revision |
I found out an option for achieving smooth shading inside gazebo: Using Blender, "smooth shading" can be selected for all areas of your model that should be smooth shaded (I thought this was only a visualization option, but it in fact actually is a property of the mesh). Blender materials can also be used to set the color and lighting properties of the model. Then, after converting the model to triangles only (to work around gazebo not working with quad based COLLADA, as described here), the model can be exported to a .dae COLLADA model. When not specifying a material in the world file using the <material> tag, the materials of the .dae will be used.
Example image:
image:
3 | No.3 Revision |
I found out an option for achieving smooth shading inside gazebo: Using Blender, "smooth shading" can be selected for all areas of your model that should be smooth shaded (I thought this was only a visualization option, but it in fact actually is a property of the mesh). Blender materials can also be used to set the color and lighting properties of the model. Then, after converting the model to triangles only (to work around gazebo not working with quad based COLLADA, as described here), the model can be exported to a .dae COLLADA model. When not specifying a material in the world file using the <material> tag, the materials of the .dae will be used.
Example image:
/edit: Confirmation that textures work, too: