Special materials like raytraced refraction cannot be used in realtime applications. It's not as much a Vizard limitation as it is a limitation of the medium. Currently, the exporter supports the following slots in the standard material:
-Diffuse (and opacity as an alpha channel of the diffuse texture)
-Self-Illumination
-Reflection (stored bitmap only)
Refraction can be simulated if you are able to write your own shaders, though it may be more trouble than it's worth.
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