0.7 test 3 build with OBJ support
0.7 test 3 build with OBJ support
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
Get the build here:
http://www.indigorenderer.com/montecarl ... upport.zip
Please post any bugs or suggestions.
nik
- Kosmokrator
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- VictorJapi
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- Joined: Sun Jan 21, 2007 1:27 am
- Location: Zamora - Algeciras || España
Re: 0.7 test 3 build with OBJ support
You are simply the bestOnoSendai wrote:Finally coded in some decent .obj support.
This is a great new feature for Indigo!!!!!
On your WIP Indigo 0.7 manual you already used obj import on some example code
polygonmanufaktur.de
Re: 0.7 test 3 build with OBJ support
Yes, but that was crappy obj import. Now i have proper obj importZomB wrote: On your WIP Indigo 0.7 manual you already used obj import on some example code
- VictorJapi
- Posts: 58
- Joined: Sun Jan 21, 2007 1:27 am
- Location: Zamora - Algeciras || España
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.
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 ?
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.
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 ?
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
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
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 - LinkOnoSendai wrote: About multi-material: what exactly do u mean by that?
Do you mean blend_material?
nik
Actually i'm not ure if it is even suported by obj format. Is it?
Suvakas
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