MtI 2.x beta 2

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Lemo
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Re: MtI 2.x beta 2

Post by Lemo » Thu Nov 04, 2010 8:55 am

Hey CTZn your resume .bat file is a great idea, they don't have that for Maxigo :twisted:
But could you just check the piece of code for that, because I'm getting a "%1" there:

Code: Select all

start /WAIT /BELOWNORMAL indigo -r %1
Works fine when I manually change %1 to the .igi path

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CTZn
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Re: MtI 2.x beta 2

Post by CTZn » Thu Nov 04, 2010 2:00 pm

hey Lemo,

The %1 is allowing you to drop the IGI over the bat file and voilà ! How cool is this :D

PS: if it was for me alone, MtI wouldn't have it either ;)
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Lemo
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Re: MtI 2.x beta 2

Post by Lemo » Thu Nov 04, 2010 2:23 pm

Okay, cool indeed
Is it possible then to make the script save those resume and run .bat in the "renders" folder where the .igi is saved?
Would be nice as well to have the baked textures in a "textures" folder,
and be able to change all that in the "Paths" menu of MtI :)

PS: Hdr render test coming tomorrow :wink:

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CTZn
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Re: MtI 2.x beta 2

Post by CTZn » Thu Nov 04, 2010 3:02 pm

Yes, the "paths" window is a wip obviously. I am aiming at having a better default integration of the MtI files within the Maya project.

What you can do for now is to display non DAG nodes in the Outliner and select mti_settings. You'll find in its extra-attributes section the data for wich an UI may be missing.
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SreckoM
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Re: MtI 2.x beta 2

Post by SreckoM » Sun Nov 07, 2010 2:22 am

What is best way to manage meshes that are viewport smoothed (by hitting 3)? In render they are not subdivided at all.

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CTZn
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Re: MtI 2.x beta 2

Post by CTZn » Sun Nov 07, 2010 3:40 am

SreckoM wrote:What is best way to manage meshes that are viewport smoothed (by hitting 3)? In render they are not subdivided at all.
Smooth Mesh is a display feature wich Maya Software does not use for rendering. Wouldn't it be confusing since Maya has proper mesh subdivision parameters already ?

Mixing these parameters together would only make Indigo subdivisions more complex to set. Also it may be convenient to activate subdivisions this way for small meshes, but forcing users to actually smooth the displayed meshes to enable subdivisions during rendering is counter-productive on most scenes.

Smoothing the mesh display further after displacement/subdivisions is not an option in Indigo. Smooth Mesh behaviour is inconsistent between renderers, I can't find in their Render Globals the switch wich disables it during rendering in HW and mr.

I'd rather keep Mesh Smooth aside as a display only feature, but that's not because MtI is still limited that I want to keep it so. Your suggestions are welcome.
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SreckoM
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Re: MtI 2.x beta 2

Post by SreckoM » Sun Nov 07, 2010 5:51 am

I am not sure if we are talking about same thing... I guess I wasn't clear enough, sorry.

I am talking about subdivided meshes, it is more precise term than smooth. Hitting 3 on keyboard your meshes are subdvided, but you can go back by hitting 1. In MR these meshes are rendered as subdivided.
This way we can have meshes rendered as subdivide, but we can easily go back to lower subdivision, as it is much easier to manipulate meshes.

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Re: MtI 2.x beta 2

Post by SreckoM » Sun Nov 07, 2010 1:08 pm

One more thing, I know I can be real pain in .... :D

How to deal with instances, what is workflow?

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CTZn
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Re: MtI 2.x beta 2

Post by CTZn » Sun Nov 07, 2010 1:45 pm

Duplicate instances should be delt nicely with when I'll be finished with what I am at currently. There should then be no special actions to take for that.

Particles instances are currently supported but only for positional data atm. Rotation comes separately, only random Y rotations. You can edit instancers with the Indigo Editor to see the supported features. Scale can be randomized within an average delta.

For grass:
  • select the ground
    Particles > Emit From Object
    in the particle emitter AE, set the particules speed and normal speed to 0.
    Select the n grass clumps you did prior, select the particles and Instancer (Replacement)
    If you did instance multiple meshes at once you may want to activate Cycling
    Play one or multiple frames to dispatch grass clumps, depending on the emission rate set. Random parameters will show in Indigo only.
No worries SreckoM, the pita is to have no users at all and I know what I am talking about ;) Answering questions is also my duty, after I generated most of them :lol:
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CTZn
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Re: MtI 2.x beta 2

Post by CTZn » Sun Nov 07, 2010 1:53 pm

Okay, some feedback on the last developments if you are interested:

Rotation matrices. Well, for a good moment I thought that matrices returned by maya were somehow too much data for Indigo, so I went into composing them myself only to find the same results !

So until now I wasn't able to simply convert from Maya space to Indigo space. That's supposedly close to trivial but I'm still missing some point. I made it before by adapting the results empirically but that will not do anymore for a so-called robust implementation.

This issue is number one to me. From a fix, and by extension the user can expect:

- added support for arbitrary non-uniform scaling and shear values for duplicate instances, issued from one single obj file.
- support for per particles instances transformations (rotations, scale and shear)
- pretty much anything that can be transformed will benefit from this straight though expectedly rock-solid procedure
- all issues related with scene hierarchy (parenting) require this fix to happen first to be handled nicely (or, say that parenting issues are #2 on my own list)

Since I have spent much time with this already, I may insist two more days just in case, but then I'll resume fixing and addressing user requests. This major issue will still be inquired in the background under a less aggressive (or more effective) way.
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SreckoM
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Re: MtI 2.x beta 2

Post by SreckoM » Sun Nov 07, 2010 10:55 pm

So instancing works in this release? I need just to make instances while duplicating in Maya and it should work?

Keep up good work!

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CTZn
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Re: MtI 2.x beta 2

Post by CTZn » Mon Nov 08, 2010 1:59 am

I'm working on it SreckoM. Duplicate instances are going to work any soon. I was talking about what the user could expect from my current wip; the points are not yet realised. Sorry if I was unclear !
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SreckoM
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Re: MtI 2.x beta 2

Post by SreckoM » Mon Nov 08, 2010 3:18 am

O ok, no problem, sorry I misunderstood.

Lemo
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Re: MtI 2.x beta 2

Post by Lemo » Mon Nov 08, 2010 8:06 am

CTZn wrote:Rotation matrices. Well, for a good moment I thought that matrices returned by maya were somehow too much data for Indigo, so I went into composing them myself only to find the same results !

So until now I wasn't able to simply convert from Maya space to Indigo space. That's supposedly close to trivial but I'm still missing some point. I made it before by adapting the results empirically but that will not do anymore for a so-called robust implementation.
Sounds complicated, I allready got a headache just reading it :lol: Good luck
SreckoM wrote:I am talking about subdivided meshes, it is more precise term than smooth. Hitting 3 on keyboard your meshes are subdvided, but you can go back by hitting 1.
I tend to agree that having only subdivided meshes on display with a complex scene would be hard to deal with. The indigo-subdivisions CTZn is talking about are located in the Indigo Editor. I haven't played a lot with it yet, but it gives about the same result as if you had a subdivided mesh with the "3" key.
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Zom-B
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Re: MtI 2.x beta 2

Post by Zom-B » Mon Nov 08, 2010 8:21 am

just take care not to texture such subdiv meshes, since it damages the UVM :/
http://www.indigorenderer.com/forum/vie ... f=5&t=6619
polygonmanufaktur.de

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