MtI 3.4

Announcements, requests and support regarding the MAYA exporter
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CTZn
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Re: MtI 3.4

Post by CTZn » Sun Jan 20, 2013 5:31 am

ior, could you please

1: compare the nk lists between a phong and indigoShader nodes in a new scene
2: run the command below:

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	string $tstPath=`optionVar -q indigoRendererPath`+"/nkdata/";
	if(`filetest -r $tstPath`)
	{
		string $nkList[]=`getFileList  -filespec "*.nk" -fld $tstPath`;
		string $list2string;
		print "\n";
		for($i=0; $i < 10; $i++)
		{
			print ("File: "+$nkList[$i]+" >> name: ");
			string $nkFile = `basenameEx $nkList[$i]`;
			print ($nkFile+"\n");
			$str = $list2string!="" ?	":" :	"";
			$list2string+=$str+$nkFile;
		}
	}
	else warning "Indigo nkData folder not found !";
[/size]
and if the extension is appearing in the list please post the result of the following:

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basenameEx "c:/bibop/techno.dummyExtension"
[/size]

Thanks

If the error persists on that side I can still fix it at export time.
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ior
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Re: MtI 3.4

Post by ior » Sun Jan 20, 2013 1:30 pm

Code: Select all

File: 7059.nk >> name: 7059
File: Ag.nk.nk >> name: Ag.nk
File: Againp0.nk >> name: Againp0
File: Againp1.nk >> name: Againp1
File: Againp10.nk >> name: Againp10
File: Againp3.nk >> name: Againp3
File: Againp6.nk >> name: Againp6
File: Againp7.nk >> name: Againp7
File: Al.nk >> name: Al
File: Al2o3.nk >> name: Al2o3
// Result: 7059:Ag.nk:Againp0:Againp1:Againp10:Againp3:Againp6:Againp7:Al:Al2o3 // 

Code: Select all

// Result: techno // 

ior
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Re: MtI 3.4

Post by ior » Sun Jan 20, 2013 2:49 pm

CTZn, take account that this scene has been going MtI version after version since MtI 2.x_beta.

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CTZn
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Re: MtI 3.4

Post by CTZn » Mon Jan 21, 2013 3:40 am

There may well be a mti issue behind that so-called precision error, I know where to look about it and I will.

Thanks for running the test with the nk files, results are correct.
1: compare the nk lists between a phong and indigoShader nodes in a new scene
Please try in a new scene, I'm expecting that the nk attributes currently used were conformed prior to the cosmetic change of the extension removal.

If so, you can fix the nk listing by forcing its redefinition. For each material listing nk files (phong, indigoShader), repeat the following:

- select the material
- run the command: - click on the Indigo Editor shelf button in order to recreate the new nk listing (or re-select the shader if the editor is up).

After that you should be able to reset the nk files extensions in the Indigo nkdata folder to normal. I can provide a script to fix nk listings for bigger scenes.

Anything else you would like to see in mti 3.4.18 ?
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ior
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Re: MtI 3.4

Post by ior » Mon Jan 21, 2013 8:41 pm

I was tired so I didn't compare the lists.

The lists were equal with .nk appearing only in Ag. I fixed that now with the command.

I have only made simple scenes when I had some time so I do not need the script, I will remake the scenes to see if that moving pivot problem disappears.

ior
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Re: MtI 3.4

Post by ior » Mon Jan 21, 2013 8:46 pm

CTZn wrote:Anything else you would like to see in mti 3.4.18 ?
Yes, support for coating please :wink: .

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CTZn
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Re: MtI 3.4

Post by CTZn » Mon Jan 21, 2013 8:48 pm

Thanks for your time ior, take it easy.

I'll be investigating potential pivot issues later today.
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CTZn
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Re: MtI 3.4

Post by CTZn » Mon Jan 21, 2013 8:52 pm

ior wrote:
CTZn wrote:Anything else you would like to see in mti 3.4.18 ?
Yes, support for coating please :wink: .
Maybe not for the next release but hopefully for the next week :)
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ior
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Re: MtI 3.4

Post by ior » Mon Jan 21, 2013 9:52 pm

The problem with the pivots seem to be gone when I exported the geometry as obj to a new scene and made materials again.


I have a scene with animation that makes this error with new MtI:

Code: Select all

Error while building scene: ObjectExcep: Last frame must have time >= 1.0 (model UID: 51)
How to fix that?

How do I render an animation with the new MtI?

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CTZn
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Re: MtI 3.4

Post by CTZn » Tue Jan 22, 2013 3:22 am

Good to read that the pivot error is presumed gone, I'll have a look at that at some point anyways when we'll come to animation.

I'll investigate the keyframe issue precisely. Try changing the frame blur keys by adding or removing 1, I think there may be an error with an even count or the other way around.

Animation is triggered now as per normal in Maya, by setting an output filename in the render settings that is not tagged (Single Frame). The naming convention will not change compared with before though.
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ior
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Re: MtI 3.4

Post by ior » Tue Jan 22, 2013 4:10 am

I thought I knew how to make motion blur but it has vanished from my mind, how?
Is it by changing camera shutter?

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CTZn
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Re: MtI 3.4

Post by CTZn » Tue Jan 22, 2013 7:40 am

Motion blur is activated by default on keyframed transforms. The exposure time is a function of the frame rate and shutter angle, so the motion blur trail is also realistic by default. It can easily be modified using the shutter angle and reset using the Indigo Editor with the camera selected.

The number of motion blur sub-keys will determinate the quality of the trail per frame, the defaukt of 3 is generally sufficient but fast, jiggling objects may use more. Currently only exposed as an extra-attribute for geometries and cameras.

However, I'm also bumping into the keyframe error with this bug setting all times to zero. Will fix by the week, tomorrow will be as busy AFK than today was. Scratch this, it's too stupid of a mistake again to be left there, will be fixed between the two rides.

Thanks ior, I need the help :)
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CTZn
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Re: MtI 3.4

Post by CTZn » Tue Jan 22, 2013 8:46 am

nk - check
position - check (under vigilant observation)
keyframes - check on this:

In mti_GEN_.mel, procedure mti_GEN_keyframe(string $transform, int $numKeys), seek for this block about 25 lignes down:

Code: Select all

	if($sections==0)
	{
		$startExposure = $currentTime;
		$timeTagsIncrement = 2.0;
		$timeIncrement = 2.0;
	}
	else
	{
		$timeTagsIncrement = 1/$sections;
		$timeIncrement = $exposureFrame/$sections;
	}
and change

Code: Select all

		$timeTagsIncrement = 1/$sections;
to

Code: Select all

		$timeTagsIncrement = 1.0/$sections;
FYI $timeTagsIncrement is a float but $sections is not, so despite the former variable type the operation is happening between two int hence a float always at 0.0. MtI is trying to have the last keyframe at exactly 1.0 wich is possibly not mandatory...

Do you want an update now, soon or do you want to wait more for a 3.6 intrusion ? If "soon" please feed the troll ! Woops.
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ior
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Re: MtI 3.4

Post by ior » Wed Jan 23, 2013 2:24 pm

Corrected the anim issue so do not need an update for now.

Can you please explain the motion blur? I do not find any shutter angle in indigo editor. Where can I set the motion blur sub-keys? Were can I turn off motion blur?

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CTZn
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Re: MtI 3.4

Post by CTZn » Wed Jan 23, 2013 4:08 pm

Keyed transforms will have motion blur applied (meshes, cameras).
The shutter angle is a camera attribute found in the Special Effects section of the camera attribute editor.
Sub-keys are found in the extra-attributes section of meshes and cameras.
Setting the sub keys to 1 is equivalent to setting motion blur off.

NB: Indigo does not per vertex motion blur, only rigid objects will qualify. Dynamic simulations must be baked (untested).

Finished spherical cameras.
Added a new tab in the indigo camera editor: Render Options with auto-focus, mask, ID pass, spherical etc.
Implemented double-sided thin and coating in the now megalithic indigoShader so you will want an update soon :) UI's and export are left to do for those two.

At some point the indigoShader will become lighter, sharing some parameters between material types (ie, exponent shared between phong, glossy transparent, front exponent for thin material, coating etc). This may break backwards compatibility with the indigoShader, but individual Indigo materials node types will happen at the same time (indigoDiffuse, indigoSpecular etc).
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