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to win the war of render engine(per vincere la battagli...)
Posted: Thu Mar 08, 2007 9:27 am
by filippo
I work with indigo very well.....and when I find Indigo I am folling in love to it......in my work I realized 6\10 render for week...so I have way to work whit some render engine a lot of time for week....I think that Indigo if want became a new point reference of render engine, it need correct the the only bug that to stop the work....THE ERROR OF THE POSITION AND SCALE OF THE OBJECT"....this bug there are in indigo 0.6 and indigo 0.7..but the bugs don't work equal in the 2 version!!!
filippo(excusame for my poor language)
p.s.
I LOVE MY GIRL
I LOVE MY CBR 900 RR
I LOVE INDIGO
IO lavoro molto bene con indigo, e da quando l'ho scoperto, me ne sono innamorato..io realizo pier lavoro dai 6 ai 10 render per settimana, lavorando con vari render engine....e posso dire che ad Indigo per divenare un punto di riferimento per i renderisti, deve risolvere l'unico bug che non ti permette di lavorare,cioe' 'ERRATA POSIZIONE E SCALTURA DI ALCUNI OGGETTI..questo bug era presente sia in Indigo 0.6che 0.7..e la cosa peggiore è che non si comporta sempre allo stesso modo...
filippo
IO AMO LA MIA RAGAZZA
IO AMO IL MOO CBR 900 RR
IO AMO INDIGO
Posted: Thu Mar 08, 2007 9:42 am
by suvakas
Hey,
I think it's not an Indigo bug, but more like 3ds Max related thing. I've probably written my script a bit differently than U3dreal did and that's why there are differences.
It is pain in the a** to get good coordinates out of Max.
Some tips that may help:
*[edit] I mean use Xform modifier when scaling..sry.. confused it with FFD somehow
*Use metric units.
*Use ResetXform
I also added some kind of mesh fixing feature into my exporter (sometimes it works and sometimes it doesnt

). It will be included in next release.
Suvakas
[edit] filippo, maybe you can upload some scenes that don't work? Then I would have something to test and maybe i can figure out how to make the geometry export better.
Posted: Thu Mar 08, 2007 11:28 am
by surreal
Hey suvakas, random question, are you using the .pos or .transform of the object to get it's co-ordinates?
Posted: Thu Mar 08, 2007 7:12 pm
by suvakas
I use transform. Why? What's the difference? Just checked and i don't see any
Suvakas
Posted: Fri Mar 09, 2007 2:11 am
by filippo
suvakas wrote:Hey,
I think it's not an Indigo bug, but more like 3ds Max related thing. I've probably written my script a bit differently than U3dreal did and that's why there are differences.
It is pain in the a** to get good coordinates out of Max.
Some tips that may help:
*[edit] I mean use Xform modifier when scaling..sry.. confused it with FFD somehow
*Use metric units.
*Use ResetXform
I also added some kind of mesh fixing feature into my exporter (sometimes it works and sometimes it doesnt

). It will be included in next release.
Suvakas
[edit] filippo, maybe you can upload some scenes that don't work? Then I would have something to test and maybe i can figure out how to make the geometry export better.
I have not understood well the question..you want some of my scene to test Indigo?
there aren't problem....I post one scene where I test a material...but I work only with interior..do you want a scene?
Posted: Fri Mar 09, 2007 2:17 am
by suvakas
I would like to get some scenes that have the geometry errors you were talking about in your first post. I can then use those to search where the errors come from.
In one word - I need a scene that has the position and scale error you were talking about
Suvakas
Posted: Fri Mar 09, 2007 5:14 am
by filippo
what version of max you use?
filippo
Posted: Fri Mar 09, 2007 5:24 am
by suvakas
I have Max 9 at work, so you can send a scene from any version you like.
Suvakas
Posted: Fri Mar 09, 2007 8:23 am
by filippo
suvakas!!!I beg you to excuse me
the problem is out!!!!
I will to a zip file for you.....when in max I broken all gruop in a scene, I export the file in 3ds I have import in rhinoceros 4 and I resave it in 3ds...after I import in max.... and start the render.......it's ok!!!!!.......so I revolve the problem...I test it in other scene 9 on 10 it,s ok....the only file that my method don't work it is in the zip file...if you resolve the problem can you tell me the solution?
http://d.turboupload.com/d/1591620/classroom_2.rar.html
so ....to resolve the problem of scale and position of object....export the scene in 3ds...open in rhino...resave the file in 3ds..import in max.......render...
filippo
excuseme for my poor language
suvakas ti prego di scusarmi..il problema è risolto.....mentre ti preparavo il file .zip, in una scena ho rotto i gruppi, esportato da max in 3ds...importato il file in rhino e riesportato in 3ds...l'ho riaperto in max...ho lanciato il ender e la scena era corretta!!!
ciao filippo
Posted: Fri Mar 09, 2007 10:21 am
by surreal
haha just wondering because .pos can give back positions depended on what world space you're working in, but .transform will just give back the same thing no matter what. Hence why i was asking lol.
Posted: Mon Mar 12, 2007 9:40 pm
by suvakas
filippo wrote:....the only file that my method don't work it is in the zip file...if you resolve the problem can you tell me the solution?
Hey filippo,
That classroom scene will render fine when using the new "Fix Mesh Errors" feature that will be included in the next Maxigo release (maybe sometimes in this week..depends on how much free time i can have to work on the exporter script)
Suvakas
Here's a proof

Posted: Mon Mar 12, 2007 9:53 pm
by OnoSendai
cool suvakas...
btw, are u exporting .3ds files from your exporter?
Because the transform issues could be an Indigo bug, not a bug in ur exporter.
Posted: Mon Mar 12, 2007 10:42 pm
by suvakas
Exporter supports all 3 formats (xml, 3ds and obj) and those position and scale errors are occasionally there whatever format to use. I'm 99.9% sure, that it is not an Indigo problem, but comes from Max. It mostly happens with models that are imported or linked from other apps. There is sometimes something wrong with the origin point or pivot of an imported model and the transform matrix is somehow different than with objects that are created in Max itself.
It can also happen with badly modelled objects too (messy scaling operations and etc).
The bottom line is, that it seems to be related to models and their coordinates in Max and not in Indigo. And is actually more of a mesh problem than coordinates problem. Basicly i have to reset the transform and scale of the model before exporting, but there is not a single solution for it. Sometimes one thing works and sometimes other.
Suvakas
[edit2] Here is that classroom scene when rendered without my mesh fixing feature.
Posted: Mon Mar 12, 2007 11:15 pm
by fused
if i understood you right(well maybe not. im really tired):
i had a similar problem with rotation.
when i export to .obj(in c4d) i have to rotate the object, so that the z-axis is up. when i export to .3ds i dont need to rotate the object.
i solved this problem with an if
Code: Select all
if(objExport == 1) { obj->GetMg()... /* rest of the code is not that interesting */ }
Posted: Mon Mar 12, 2007 11:23 pm
by suvakas
Thanks, but my rotations are working fine. So i think it's not that.
Suvakas