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0.7 test 3 build with OBJ support

Posted: Mon Jan 29, 2007 3:05 am
by OnoSendai
Finally coded in some decent .obj support.

Get the build here:

http://www.indigorenderer.com/montecarl ... upport.zip

Please post any bugs or suggestions.

nik

Posted: Mon Jan 29, 2007 3:34 am
by suvakas
Thank you Ono !
This will bring more complex scenes out of the dark 8)
I think I'm more happy over OBJ than over SSS (well..i'm not 100% sure though :D)

Posted: Mon Jan 29, 2007 4:13 am
by Kosmokrator
thnx Nik! 8)

Posted: Mon Jan 29, 2007 4:22 am
by VictorJapi
Ono how many clones have you working on indigo???? :shock: :shock: :shock:


(could one work on bake? :twisted: :roll: :oops: )

Re: 0.7 test 3 build with OBJ support

Posted: Mon Jan 29, 2007 4:28 am
by Zom-B
OnoSendai wrote:Finally coded in some decent .obj support.
You are simply the best :D
This is a great new feature for Indigo!!!!!

On your WIP Indigo 0.7 manual you already used obj import on some example code :wink:

Re: 0.7 test 3 build with OBJ support

Posted: Mon Jan 29, 2007 5:04 am
by OnoSendai
ZomB wrote: On your WIP Indigo 0.7 manual you already used obj import on some example code :wink:
Yes, but that was crappy obj import. Now i have proper obj import ;)

Posted: Mon Jan 29, 2007 5:55 am
by domparis
:shock: Fabulous, nick u're the best, big thanks !!!

Dom

Posted: Mon Jan 29, 2007 6:33 am
by tizxx
Thanks a lot Ono.

:D :D

Posted: Mon Jan 29, 2007 6:40 am
by VictorJapi
I prefer obj instead 3ds but maybe we'll need a fileformat that supports more than one uvw coordinates anyway.

Posted: Mon Jan 29, 2007 7:11 am
by CTZn
Yay !

Posted: Tue Jan 30, 2007 1:27 am
by suvakas
Hey Ono ! (or anybody else who knows)

How the rotation for the *.obj model should be presented? If i use the exact same matrix as for xmlMesh or *.3ds model, then obj rotation is totally different. Like some axis is swaped or something. Does obj format stores the rotation info too? Maby it's an exporting problem? There is an option in obj exporter in max called "Rotate model", but if i turn it on, then it is still wrong in Indigo.
If i leave out rotation matrix from xml scene, then it gets rendered, but again the rotation is all wrong.
At the moment i can't figure it out. The obj rotation is too random for me. :roll:

Any help would be appreciated !

suvakas

[edit:] 2 more :)

How to apply bitmap texture to *.obj?
Using multi-material on *.obj crashes Indigo.

[edit2:] Hey Guys ! Any feedback ? :wink:

Posted: Tue Jan 30, 2007 11:31 pm
by OnoSendai
Thx for your testing Suvakas.

As far as rotation goes, i'm not sure if .obj files can have rotations in them, perhaps that's the problem. I'll take another look at the 'spec' soon.

Oops, bitmaps won't work, i forgot to assign a name to the uv set.
I'll use the name 'default'. Will fix for next test release.

About multi-material: what exactly do u mean by that?
Do you mean blend_material?

nik

Posted: Tue Jan 30, 2007 11:48 pm
by suvakas
OnoSendai wrote: About multi-material: what exactly do u mean by that?
Do you mean blend_material?
nik
I mean assigning multiple different materials to one model. For example to have like one half of the model blue and other half red. Like that multi-colored Buddha i made - Link
Actually i'm not ure if it is even suported by obj format. Is it?

Suvakas

Posted: Tue Jan 30, 2007 11:52 pm
by OnoSendai
Yes, it's supported by .obj.
And no doubt it's another bug in the indigo obj reading code :)
Will fix it very soon :)

nik

Posted: Tue Jan 30, 2007 11:59 pm
by suvakas
Awesom! Thanks!