0.7 test 3 build with OBJ support

General questions about Indigo, the scene format, rendering etc...
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OnoSendai
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0.7 test 3 build with OBJ support

Post by OnoSendai » Mon Jan 29, 2007 3:05 am

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

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suvakas
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Post by suvakas » Mon Jan 29, 2007 3:34 am

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)

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Post by Kosmokrator » Mon Jan 29, 2007 4:13 am

thnx Nik! 8)
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VictorJapi
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Post by VictorJapi » Mon Jan 29, 2007 4:22 am

Ono how many clones have you working on indigo???? :shock: :shock: :shock:


(could one work on bake? :twisted: :roll: :oops: )
winmain(){
japi victorJapi;
victorJapi::Signature();
}

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Zom-B
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Re: 0.7 test 3 build with OBJ support

Post by Zom-B » Mon Jan 29, 2007 4:28 am

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:
polygonmanufaktur.de

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OnoSendai
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Re: 0.7 test 3 build with OBJ support

Post by OnoSendai » Mon Jan 29, 2007 5:04 am

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 ;)

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domparis
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Post by domparis » Mon Jan 29, 2007 5:55 am

:shock: Fabulous, nick u're the best, big thanks !!!

Dom

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Post by tizxx » Mon Jan 29, 2007 6:33 am

Thanks a lot Ono.

:D :D

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VictorJapi
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Post by VictorJapi » Mon Jan 29, 2007 6:40 am

I prefer obj instead 3ds but maybe we'll need a fileformat that supports more than one uvw coordinates anyway.
winmain(){
japi victorJapi;
victorJapi::Signature();
}

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CTZn
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Post by CTZn » Mon Jan 29, 2007 7:11 am

Yay !

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suvakas
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Post by suvakas » Tue Jan 30, 2007 1:27 am

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:

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OnoSendai
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Post by OnoSendai » Tue Jan 30, 2007 11:31 pm

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

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suvakas
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Post by suvakas » Tue Jan 30, 2007 11:48 pm

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

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OnoSendai
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Post by OnoSendai » Tue Jan 30, 2007 11:52 pm

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

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suvakas
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Post by suvakas » Tue Jan 30, 2007 11:59 pm

Awesom! Thanks!

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