MtI 2.x beta 2

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SreckoM
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Re: MtI 2.x beta 2

Post by SreckoM » Mon Nov 08, 2010 8:25 am

In some/many cases that subdivision doesn't work. Maybe it is bug?

For example create cube, with number of subdivisions for height, depth and width.
Hit 3 and activate subdivisions in Indigo editor (just as on pic u attached). You'll see that there are strange stuff happening in render. Can you confirm that?

Thanks!

Lemo
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Re: MtI 2.x beta 2

Post by Lemo » Mon Nov 08, 2010 8:34 am

I didn't try with anything textured yet, but I did the "cube" test indeed.
Apparently the setting MtI uses for subdivisions only works if all your edges are soft.

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Re: MtI 2.x beta 2

Post by Zom-B » Mon Nov 08, 2010 8:35 am

strange stuff you say... well explained :roll:
For subdiv you need to control "normal smoothing" (or however it is called in Maya)!
for maximum normal smoothing so subdiv don't "detach" parts of the mesh.

best to test with a cube! absolute normal smoothing + subdiv = cube becomes a sphere
to low normal smoothing + subdiv. = 6 planes get detached
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SreckoM
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Re: MtI 2.x beta 2

Post by SreckoM » Mon Nov 08, 2010 8:50 am

Exactly, I get 6 subdivided detached planes. It is happening when 'smooth mesh' is checked. When it is not checked, there is no subdivision happening ...

Picture is attached.
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cube_detached.png

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Re: MtI 2.x beta 2

Post by Zom-B » Mon Nov 08, 2010 8:52 am

jo.... to get the smoothing you have to set the Maya internal "normal smoothing" up to the max :)
(the one that controls if a sphere looks perfectly like a round sphere or like a faceted insect eye)
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CTZn
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Re: MtI 2.x beta 2

Post by CTZn » Mon Nov 08, 2010 2:57 pm

Edge smoothness, correct. Faces will merge together in Indigo only if shared vertices also share their normals. In short hard edges can't merge together. Use bevel to control the final shape.

http://www.indigorenderer.com/forum/vie ... 076#p75076

Subdivisions do happen when shape smoothing is off, test this with a simple displacement. That's for floors and such ;)
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CTZn
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Re: MtI 2.x beta 2

Post by CTZn » Wed Nov 10, 2010 8:51 am

How frustrating, no joy with matrices. I'll try another approach next time :|

The good point is that I'm resuming the fixes and updates cycle.
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Re: MtI 2.x beta 2

Post by CTZn » Thu Nov 11, 2010 6:48 am

Oh wait, I think I haved rotation matrices AND parenting fixed :mrgreen:

Thanks to people at Glare who put me on the right track with matrices !
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CTZn
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Re: MtI 2.x beta 2

Post by CTZn » Thu Nov 11, 2010 8:02 am

Updated with a nightly release, getting close to a beta 3 ! Hit the link in my signature !!!

Needs testing, more than ever because major issues were supposedly put down and I couldn't wait more than past a few basic tests before posting this:

- Parenting isues are gone, you can group/rotate/scale objects together. Shear support to come soon.
- Duplicate instances are supported, thought they can only share one material atm.
- MtI initializes on install (ignore current installation message). No fixes if the installer didn't work for you before though, you'll still have to install files manually.

Motion blur and related recent works may be broken (untested). If that's the case, just keep in mind that issues were fixed upstream and that it will just become better any soon !

PS: oh and if you are using Z up MtI may be screwing with you, but that will cease at some point.

PPS: It is still best to restart Maya if you installed MtI while a previous version was already running. This will be fixed in the next release, the current one being an "unofficial" beta (a manifestation of joy). If you start Maya and install MtI before initializing the older local copy, then it is not necessary to restart Maya with this update.
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SreckoM
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Re: MtI 2.x beta 2

Post by SreckoM » Thu Nov 11, 2010 9:34 am

Great work CTZn!
Thank you.

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Re: MtI 2.x beta 2

Post by SreckoM » Thu Nov 11, 2010 11:29 am

Instancing works nicely, proof is here :) . One thing to note, I am not sure if this is supposed to work this way. Exporter always resets pivot of 'master object' (the one that is used for instancing) to original state. It is not big problem though.

Image

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CTZn
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Re: MtI 2.x beta 2

Post by CTZn » Thu Nov 11, 2010 12:34 pm

If somethig is reset after export then that's a bug. Thanks for reporting SreckoM, and for the render too :D

How did you proceed for this scene please ? Are those duplicates or particle replacement ?

This release is exactly a proof of concept more than a working copy. The new fixes still have to be propagated forward, the whole transform pipeline was not updated already. I spotted an inconsistency too with parenting and orientations under marginal situations, but nothing to scare me.

- - - -

Updated:

removed junk output
install and run
  • even if an older MtI version is currently running
    actually there was a slight change within the installer wich may change a thing if you were experiencing issues (OSX ?). Maybe not :/
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SreckoM
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Re: MtI 2.x beta 2

Post by SreckoM » Thu Nov 11, 2010 9:57 pm

No, those are duplicates, not particles replacement. I used follicles and than attach instances to them to drive them on surface.

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CTZn
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Re: MtI 2.x beta 2

Post by CTZn » Thu Nov 11, 2010 10:36 pm

SreckoM wrote:No, those are duplicates, not particles replacement. I used follicles and than attach instances to them to drive them on surface.
:shock: oh... cool ! I never used follicles in Maya. It's a great feature since they seem to deform the input mesh, will look into using pfx meshes with this.

The current beta, MayaToIndigo 2.x beta 2 "Wild Fix Edition" test 4 is just an early proof of concept in addressing the bugs with wrongly transformed instances, plus an insight in fixing the parenting issue.

Here's the previous MtI link (October, 27) if it is too wild for you:

I'm now at rounding (the many square) angles, in addition to resuming with global fixing.

PS: you may want to overwrite the October installer with the latest for convenience.
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SreckoM
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Re: MtI 2.x beta 2

Post by SreckoM » Thu Nov 11, 2010 11:47 pm

This wild fix works for me nicely :D

I figured out that if I freeze transforms pivot position doesn't change.

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