MtI 0.9
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
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for meshlights only, it should be sufficient to just set the background type ("Env light") to "None"...
are you having trouble actually making a shader a meshlight, or just trying to use meshlights on their own?
What tonemapping settings are you using? If it's "camera" or "linear" it's possible that your meshlights are working, but your picture is under-exposed. reinhard should work the easiest.
As for nkdata the steps required are as follows (assuming you have the latest SVN MtI):
1. create a phong shader and assign it to your obejct
2. open the hypergraph, and select your phong shader
3. click the "Add NK Data" button on the "Shader Attrs" button shelf in MtI
4. expand the "Extra Attributes" section of the phong shaders atributes in the attribute editor.
5. choose an nk file preset.
(6. set the cosine power as necessary)
that should be it.
Let me know what you have difficulty with.
are you having trouble actually making a shader a meshlight, or just trying to use meshlights on their own?
What tonemapping settings are you using? If it's "camera" or "linear" it's possible that your meshlights are working, but your picture is under-exposed. reinhard should work the easiest.
As for nkdata the steps required are as follows (assuming you have the latest SVN MtI):
1. create a phong shader and assign it to your obejct
2. open the hypergraph, and select your phong shader
3. click the "Add NK Data" button on the "Shader Attrs" button shelf in MtI
4. expand the "Extra Attributes" section of the phong shaders atributes in the attribute editor.
5. choose an nk file preset.
(6. set the cosine power as necessary)
that should be it.
Let me know what you have difficulty with.
re: Meshlights.
I know what the problem is... it's a change I made to the way meshlights are made from incandescent shaders.
and I've only just realised what's going on as I experienced the problem myself.
on your meshlight shader, set the glowIntensity attribute = light power in Watts. By default, it's set to 0 = no light
grr.
I know what the problem is... it's a change I made to the way meshlights are made from incandescent shaders.
and I've only just realised what's going on as I experienced the problem myself.
on your meshlight shader, set the glowIntensity attribute = light power in Watts. By default, it's set to 0 = no light
grr.
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
REV 194
Added GUI button to load an IGM on the current object selection.
Usage: Select objects, press button, find IGM file.
As per the specification for IGM, the created shading group will use the filename (no extension). If you wish to use a different material defined in the file, you will need to manually rename the shading group.
The created PhongE shader only serves to load the IGM via an <include> tag and is named [MaterialName]_Loader
Added GUI button to load an IGM on the current object selection.
Usage: Select objects, press button, find IGM file.
As per the specification for IGM, the created shading group will use the filename (no extension). If you wish to use a different material defined in the file, you will need to manually rename the shading group.
The created PhongE shader only serves to load the IGM via an <include> tag and is named [MaterialName]_Loader
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
dougal2
I am having no luck with the export script at all, as I am sure you are aware. If I just slap some primitives on a plane, there aren't any issues, but anything more complex than that I model, I get errors that are not comprehensive to me. I am attaching a download link of my fan model here: http://rapidshare.com/files/81574609/el ... b.zip.html
Please see if you can make sense of it.... I miss Indigo.
Meanwhile, here is a look at the latest Mental Ray tweaks to mats on the fan: http://www.renderosity.com/mod/gallery/ ... 592830.jpg
Nice Mat DB, by the way...
I am having no luck with the export script at all, as I am sure you are aware. If I just slap some primitives on a plane, there aren't any issues, but anything more complex than that I model, I get errors that are not comprehensive to me. I am attaching a download link of my fan model here: http://rapidshare.com/files/81574609/el ... b.zip.html
Please see if you can make sense of it.... I miss Indigo.
Meanwhile, here is a look at the latest Mental Ray tweaks to mats on the fan: http://www.renderosity.com/mod/gallery/ ... 592830.jpg
Nice Mat DB, by the way...
Last edited by Phr0stByte on Sun Jan 06, 2008 11:26 am, edited 2 times in total.
1. Deleted history on the buttons (zero vert objects*)
2. silver was defined as an anisotropic shader, which MtI and Indigo don't support -> changed to phong
3. the fan blades were using a mentalray shader, which MtI/indigo don't support -> changed to phong
( * I'm fairly sure this is actually a bug in the OBJExport plugin )
If indigo crashed when loading objects, you can still copy the offending object name out of it's log window, and then enter
into Maya. Especially if the name is something like |groupN|pObjectX|polySurfaceShape1 - this is just a history item that can be safely deleted.
quick render with HDR lighting:
2. silver was defined as an anisotropic shader, which MtI and Indigo don't support -> changed to phong
3. the fan blades were using a mentalray shader, which MtI/indigo don't support -> changed to phong
( * I'm fairly sure this is actually a bug in the OBJExport plugin )
If indigo crashed when loading objects, you can still copy the offending object name out of it's log window, and then enter
Code: Select all
delete <paste object name>
quick render with HDR lighting:
- Attachments
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- untitled.igs.png (161.63 KiB) Viewed 3924 times
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
It appears to be exported as part of the .obj file.
-group8-polySurface24-polySurfaceShape24.obj, line 10199:
although Indigo doesn't complain about the missing material - it just fails to render the object at all!
I tried to define my own material mia_material3SG in the .igs - and it made indigo crash
Looks like you have to re-assign a material in Maya before exporting.
-group8-polySurface24-polySurfaceShape24.obj, line 10199:
Code: Select all
usemtl mia_material3SG
I tried to define my own material mia_material3SG in the .igs - and it made indigo crash
Looks like you have to re-assign a material in Maya before exporting.
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
dougal2
Actually, I still cant get the stuff deleted - it wants me to delet my buttons! maybe you can write down the exact steps you took to clean this up - sorry, it just seems that the script is low on features but high on complexity. (I dont mean any disrespect, as your efforts are GREATLY appreciated, but have you looked at Blendigo? High on features, easy to follow).
Actually, I still cant get the stuff deleted - it wants me to delet my buttons! maybe you can write down the exact steps you took to clean this up - sorry, it just seems that the script is low on features but high on complexity. (I dont mean any disrespect, as your efforts are GREATLY appreciated, but have you looked at Blendigo? High on features, easy to follow).
you need to specify the "full path" for the objects.
sorry I did type this out once, then firefox crashed and I couldn't be bothered to type it again *sigh* .. this is the full object name:
you should see no change in your objects after running this command, but it'll keep Indigo happy.
Re: the script...
it's supposed to be fairly low on features, so that clicking export renders the scene pretty much as it appears in Maya.
I agree there's a few things that could be smoother in the export process though - the history meshes being one of them. The scene translation is quite a tricky process.
I don't think that blendigo is any easier to use, and personally I dislike the way that all materials have to be (re-)created within the blender script. you don't necessarily see in the viewport exactly what renders. MtI is much better in that respect IMO (hell, it even copies all your textures for you!).
MtI is also under a couple of constraints from Maya - we can only export objects in .obj for now.
Another option would be to build a native Indigo mesh export module, but that would take a lot of work, and would probably be slower.
sorry I did type this out once, then firefox crashed and I couldn't be bothered to type it again *sigh* .. this is the full object name:
Code: Select all
delete |group6|pCylinder7|polySurfaceShape1
Re: the script...
it's supposed to be fairly low on features, so that clicking export renders the scene pretty much as it appears in Maya.
I agree there's a few things that could be smoother in the export process though - the history meshes being one of them. The scene translation is quite a tricky process.
I don't think that blendigo is any easier to use, and personally I dislike the way that all materials have to be (re-)created within the blender script. you don't necessarily see in the viewport exactly what renders. MtI is much better in that respect IMO (hell, it even copies all your textures for you!).
MtI is also under a couple of constraints from Maya - we can only export objects in .obj for now.
Another option would be to build a native Indigo mesh export module, but that would take a lot of work, and would probably be slower.
Last edited by dougal2 on Sun Jan 06, 2008 12:46 pm, edited 1 time in total.
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
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