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MtI 0.9 (14 nov 2007 release)
Posted: Thu Nov 15, 2007 8:31 am
The Change Log for this release is immense.. I can't bring myself to paste it in here. It's in the zip so check it out - lots and lots of new features.
Also in the zip is some new documentation and install instructions. The docuementation is also in the Wiki
, and we'll try to keep it up to date.
MayaToIndigo now supports pretty much everything in indigo except:
glossy transparent materials
the dermis/epidermis stuff
peak and RGB spectrum meshlights.
[although, you could actually hand code all these via the PhongE shader
Big thanks to both CTZn and bkircher for their work so far.
If you download this exporter and find it useful, please post here and say Hi
If you find any problems with it please post here and tell us so that we can fix it
Posted: Thu Nov 15, 2007 8:40 am
although, you could actually hand code all these via the PhongE shader
I`d say copy paste
Great job, Dougal, and thanks a lot.
Posted: Thu Nov 15, 2007 8:49 am
Little thanks are ok to me
Great work !
Posted: Fri Nov 16, 2007 3:27 am
THANX A LOOOOT!!!
Posted: Fri Nov 16, 2007 9:05 am
- finished blend material implementation in mti_ExportModuleShaders.mel
mti_add_CustomAttrs and GUI needs updating for blend_map related custom attributes. got bored and couldn't be bothered to do it.
- updated documentation... upon reading back it's a bit waffly, can someone else please try to follow my instructions and re-write them in a more simple way?
Posted: Fri Nov 16, 2007 10:07 am
Cleaned up older comment files and an unused procedure.
Changed EV default value to 0.
Changed Light Generation to skip power drawn / efficacy statemtents for IES lights.
Changed IES-Locatore creation to automatically assign incandency with warm light-bulb characteristics.
Please, someone make this thread sticky and we continue discussion of revisions below this level, only update the first post w. newer files.
Great with the blend materials!
Posted: Fri Nov 16, 2007 11:23 am
yeah sticky would be good.
I've also renamed the topic as I think the word stable implies something that is finished, when in fact development is continuing.
edit: I like that we're using the hypershade connections for blend. I think the next logical step is to search for file connections to shaders and use that for texture/bump/exponent maps instead of custom attributes.
At some point I may try and implement the recursive shader export method, which would allow multiple blends in the same network. I'll probably do this as a complelely different ShaderModule, which could be swapped once it works
Posted: Fri Nov 16, 2007 11:52 am
you added a copy of the RTF in the MayaToIndigo folder?
I deliberately left it a level up so it's one of the first files users will find.
Posted: Fri Nov 16, 2007 6:33 pm
feel free to delete it there, i didn't intend to commit it...
Posted: Sat Nov 17, 2007 5:07 am
Did you announce the release somewhere ? It's even not in the download section !
Posted: Sat Nov 17, 2007 5:20 am
I know it's not there CTZn, Ono didn't even link the one I posted for him a week or two ago. It's probably just another (minor) thing on his todo list.
Posted: Sat Nov 17, 2007 5:43 am
I guess so...
I did an unofficial pre-release announce on a Maya french forum, will do a true one this week-end. Also on CGTalk, later, if you do not before me.
Posted: Sat Nov 17, 2007 6:53 am
re-wrote the shader export module to implement multiple-blended materials, and export them with correct dependancies
quite a lot of new code here - please test!!!
Posted: Sun Nov 18, 2007 2:12 am
I'm currently working on getting textures from the Hypergraph, and automatically copying them to the proper indigo location.
I think I've got it working for blend maps... just about to test it and then I'll implement it on albedo/bump/exponent.
As a consequence of this, I'm making MtI automatically create both objs/ and textures/ folder if they don't exists. One less thing for the user to have to set up, and th installation gets simpler
Posted: Sun Nov 18, 2007 3:04 am
That's excellent Dougal !
Would be cool if textures could be converted to PNG if loaded as another format into Maya (but not jpg, default Maya settings are akward, and thats a very bad format for bump mapping).
Also I'm wondering if Indigo can handle multiple paths, ie separated by ";" like Windows does. Since the absolute path exists for textures in Maya, that would trivially allow Indigo to use the textures where are are by default...
Not much on 3d recently...