max 2 indigo 0.615 beta2 - update

Announcements, requests and support regarding the 3DS MAX exporter
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afecelis
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Post by afecelis » Sat Oct 28, 2006 12:04 pm

That was definitely it. My bad. I got another thing, my base floor is very wide but I'm getting it totally trimmed in the render:
Image
Is this the scale problem you mention?
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u3dreal
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Post by u3dreal » Sat Oct 28, 2006 12:33 pm

Yes exactly..... the bigger you scale the smaller it gets..

Ok but that was the problem i mentioned..
found out what was the problem ... rotation gets
not represented right in max transform matrix..

had to invers it ... :D now it WORKS... will update
tomorrow..

cheers..

u3dreal ;)

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u3dreal
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Post by u3dreal » Sat Oct 28, 2006 12:50 pm

afecelis wrote:Is that really what I did? :oops: :oops: :oops: It's a problem when you work with both renderers back and forth so much! :oops: It's my Kerkythea material automatic reflex. Thanks Kosmo, changing and re-checking. (just saw that big "K" in the screenshot; man do I need to find a hole to stick my face in it!)

Oh yes, Gregor, please help me with my light type question :wink: This way I can think the tut a bit better. BTW, any suggestions for it? I was thinking to start off simple; 1. Installing your script and crating the menus. 2. Basic scene, material creation and light setup. 3. Exporting, rendering and checking the xml. Waddayasay? :wink:
That happens to me all the time... :lol:

Ok now to the light ... you can set an arealight
by placing an omni in max ... multi is size ... ;)

But i never coded on that cause nick did not implement rotation for the arelight as far as i know.... so i always use meshligths.. instances for meshlight will come..:D ..

Now to sunlight... add a daylightsystem to your scene now you can set up date and time and location... bingo ....

Or just add a targetdirectional light .. but i'm not sure taht was my first code but it's still in there...
Hope that helped.. ;)

And yes if you mean a tutorial on how to install and so on this would be perfect... :D

cheers

u3dreal ;)

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afecelis
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Post by afecelis » Sat Oct 28, 2006 12:58 pm

had to invers it ... :D now it WORKS... will update
tomorrow..
ahhh! sweeeet news! Thnx U3dreal. Take some rest now and come back with renewed energies :wink:

sweet dreams!...... are made of this.....
Last edited by afecelis on Sat Oct 28, 2006 1:19 pm, edited 1 time in total.
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u3dreal
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Post by u3dreal » Sat Oct 28, 2006 12:59 pm

Kosmokrator wrote:one question u3dreal your script is open sourse or is some kind of compiled code?we can view your code?i try once upon a time but nothing...thnx
Sorry Kosmo .. i already had my bad expirience
with sharing code.. . so no they are encrypted..

cheers

u3dreal ;)

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Post by Kosmokrator » Sat Oct 28, 2006 1:01 pm

ok u3dreal thnx for reply....im not inderested to mess up with your code just im curius about this!thnx again with this quality releases.. 8)
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Post by Kosmokrator » Sun Oct 29, 2006 4:28 am

u3dreal i have a very strange problem...when i render with hdri map for light i gene totaly black images...with physikal sky all its ok...i don use reinhart tonemaping ore autoexposures... :roll:
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u3dreal
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Post by u3dreal » Sun Oct 29, 2006 5:48 am

Kosmokrator wrote:u3dreal i have a very strange problem...when i render with hdri map for light i gene totaly black images...with physikal sky all its ok...i don use reinhart tonemaping ore autoexposures... :roll:
This is fixed in the new version !! get it
at the top of this thread "beta2 "!!!!

It seems exposure has to be very different for HDR and Sky... but i fixed that ..

cheers

u3dreal ;)

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Kosmokrator
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Post by Kosmokrator » Sun Oct 29, 2006 7:27 am

what i can say.....u are perfect man!thnx 8)
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u3dreal
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Post by u3dreal » Sun Oct 29, 2006 7:42 am

Thanks Kosmo .. but i realized there are some more things to fix.. but i will :D

-- added Instance support for meshlights...

cheers

u3dreal ;)
Last edited by u3dreal on Sun Oct 29, 2006 8:14 am, edited 1 time in total.

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Post by Kosmokrator » Sun Oct 29, 2006 7:44 am

like what?i dont fount an other bug.....(yet)!please test ur script and give the best possible version!thnx a lot!
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afecelis
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Post by afecelis » Mon Oct 30, 2006 5:43 am

Just got back from a quick trip! Nice! new things to try out! :D
Thanks U3dreal for all your hard work.
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afecelis
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getting jiggy with it! :)

Post by afecelis » Tue Oct 31, 2006 1:51 am

Ahhhhhhhhh! I'm finally having a good understanding of your exporter U3dreal. I've been doing several tests to understand the different issues and characteristics (materials, lights, hdr, etc), and although I still got some questions and observations, I'm very glad of the results :wink: Now you're trying to bring me back from the blender side, huh? :wink:
Here are the quick tests: first scene: kitchen:
Image
One issue here; check the glass on the right; it appears in front (outside) of the kitchen cabinet, and even if I move it in several times it still shows up in the same position; so there must be something weird with exporting meshes with glass materials.

Second scene:teapots; testing hdri and glass materials:
Image
There's sort of like a blurry reflection on the floor but I guess it's because of the 2 faces in the glass material, each reflecting the teapot above. And I got no idea on how to enable DOF but there seems to be some :?
HDR is working nicely and fast. With hdr (exr) images I don't know why mutations per second go higher to values like 90000 or 130000.

Third image: spheres; to test nkmaterials with hdr, but needs DOF (urgently, heheheh)
Image
really loved the nk material options in the exporter! :D

Gregor your exporter rocks!!! Dunno why I hadn't understood its work flow before! It also helped me understand M2K better. All this brief experience gained will help me create some tuts for your exporter.

My final question is about DOF; how to enable it? Checking "preview dof" in the options gives me a preview in 3dsmax's viewport but I don' get any in the render.

Thanks!
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u3dreal
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Post by u3dreal » Tue Oct 31, 2006 1:55 am

Excellent afecelis....

can you send me the kitchen scene with the strange glass... i'll have a look at that ... although i can not explain why that happens.. the material shouldn't be the problem... as the mesh is defined before..so does this also happen when you appliy another diffuse material or does it only happen with glass.. ???

To use DOF make sure to turn down the f-stop !!

And yes a tutorial would be so great ...

cheers

u3dreal ;)

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afecelis
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Post by afecelis » Tue Oct 31, 2006 2:34 am

I just changed the material for a diffuse one and still got the same problem! weird. Check your pms for another question I got :wink:

ps. Oh yes! and thanks for keeping Maxscript compatibility with older versions :D I guess now everyone will start ranting about 3dsmax9 blah blah blah. :wink: but you know I work mainly with max5-6.
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