General News and accouncements regarding the Indigo render engine
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CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Tue Sep 30, 2008 12:39 pm
No it doesn't
Sun spectral radiance at 500nm: 19649648743765.33200 Wsr^-1m^-3
Fatal Error: IndigoDriverExcep: SceneLoaderExcep: Found unexpected element 'layer' in element 'oren_nayar'. (Around line 75, column 9)
Stopped.
That's out of 1.1.12, but I'm experiencing this since emission was implemented. Other materials work fine here, follows the exported material code:
Code: Select all
<material>
<name>indigoShader1SG</name>
<oren_nayar>
<layer>0</layer>
<base_emission>
<constant>
<rgb>
<rgb>0 0 0</rgb>
<gamma>2.200000048</gamma>
</rgb>
</constant>
</base_emission>
<emission>
<constant>
<rgb>
<rgb>1 1 1</rgb>
<gamma>2.200000048</gamma>
</rgb>
</constant>
</emission>
<albedo_spectrum>
<rgb>
<rgb>0.8000000119 0.8000000119 0.8000000119</rgb>
<gamma>2.200000048</gamma>
</rgb>
</albedo_spectrum>
<sigma>0.200000003</sigma>
</oren_nayar>
</material>
PS: I know I'm mixing new stuff with old definitions but so far so good.
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Big Fan
- Posts: 745
- Joined: Tue Oct 17, 2006 9:37 am
- Location: Nelson NZ
Post
by Big Fan » Tue Sep 30, 2008 12:47 pm
well ono said not to do a mix... here try this:
Code: Select all
<material>
<name>Material</name>
<oren_nayar>
<albedo>
<constant>
<rgb>
<rgb>0.933977 0.0971753 0.0971753</rgb>
<gamma>2.2</gamma>
</rgb>
</constant>
</albedo>
<sigma>
<constant>0.5</constant>
</sigma>
<layer>1</layer>
<base_emission>
<constant>
<rgb>
<rgb>0.0750686 0.823861 0.983863</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</base_emission>
<texture>
<uv_set>emission</uv_set>
<path>testscenes\checker.jpg</path>
<exponent>2.2</exponent>
</texture>
<emission>
<texture>
<texture_index>0</texture_index>
</texture>
</emission>
</oren_nayar>
</material>
There are quite a few things to change for the 1.1..x series.
This is why it took so long to update my script.
I started out doing a shortcut as you are but its better to go through the pain of totally rehashing it now cos some old/new things just dont work together.
I notice too that you are 'modulating' the base emission with a constant ie you are multiplying 2 RBG together = no variation.
You need to use a 'texture' or a 'shader' in 'emission' instead to actively modulate the 'base emission'.
HTH
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CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Tue Sep 30, 2008 7:54 pm
ahw, you are so right Big Fan... so, that was the new parser yelling... fair enough... but other shaders can take that syntax !
So right about shortcuts and going through the pain... rehashig it all would really be a pain since I wrote 5% of it, and mostly no export stuff (internal tools rather). That would take me ages, yes. And Maya python API keeps renying me
(noob tears)
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Big Fan
- Posts: 745
- Joined: Tue Oct 17, 2006 9:37 am
- Location: Nelson NZ
Post
by Big Fan » Tue Sep 30, 2008 8:42 pm
yeah I know they can take it
how do I know?
cos I tripped up on the oren-nayer hurdle right before the finish line too.
I thought running around the water jump had saved me time however cunning ol' track marshall ono ankle-tapped me and I never did get to the tape .
As a penalty I had to run the whole race over again in work boots
btw I just finished rehashing my 'meshlights' UI to be reverse engineered emissive materials
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CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Tue Sep 30, 2008 8:58 pm
I thought running around the water jump had saved me time however cunning ol' track marshall ono ankle-tapped me and I never did get to the tape
That was hard to understand for me but I think I got your point. I think I'll try to jump, but I know myself and I may slip on my way (still on the challenge of learning python and c++ and Maya API in one step yepjustdoit).
Though I found new c++ ressources with Maya API, for now I understand it better than python API. Carefull, wohoo !
[sorry a bit OT]
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