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MtI 0.9
Posted: Sat Dec 15, 2007 2:22 am
by dougal2
Nothing much has changed in this release, but there have been a few tweaks here and there to the export process to make it work more smoothly.
I mostly want to get this release out before the Christmas holidays, as it's quite stable and no doubt over the holidays I'll have a bit of time to do further development.
Biggest changes are:
- better support for display layers / export visible
- removed "File exists, Overwrite" prompt for .objs
- better support for HDRI maps
- fixed HDRI/BGcol gain
- better linux support
There might be a few more, check the CHANGELOG.txt as usual
Suggestions on how we can move MtI forward into v1.0 are welcome.
Posted: Sun Dec 16, 2007 8:46 am
by CTZn
Great thanks !
Will check that later, gtg now.
Posted: Sun Dec 16, 2007 1:09 pm
by dougal2
REV 186
I've done some experimental work on the GUI:
- moved some controls into sections where they make more sense
- made each section a collapsible frameLayout
- put all tool buttons into shelf tabs, and removed the need for show/hide toolbox
- generally made the controls fit a bit better, also made the main window the correct size
Please let me know if this was worth it, or whether it was better before.
(I prefer it
)
Cheers.
Posted: Mon Dec 17, 2007 2:45 am
by dougal2
REV 187
more work on GUI.
Posted: Mon Dec 17, 2007 7:59 am
by CTZn
Looks good so far, the tools stuff is nice ! I guess the scriptNode is still a mess, thought...
Posted: Mon Dec 17, 2007 8:25 am
by dougal2
CTZn wrote:I guess the scriptNode is still a mess, thought...
yup. i don't think there's much we can do about it though, I've looked at the AEtemplates stuff and it would seem to re-define templates for _every_ scriptnode (or node) and not a specific one (ie, mti_settings).
Posted: Mon Dec 17, 2007 8:50 am
by CTZn
would seem to re-define templates for _every_ scriptnode
You mean it would reset templates and do it's own ?
Posted: Mon Dec 17, 2007 8:52 am
by dougal2
well, I looked at some examples that modified shader nodes.
for example a proc called AElambertTemplate (or something) will define a new template for every lambert node, not a single individual shader.
further than that, how they actually work is still a bit of a mystery
Posted: Fri Dec 21, 2007 4:14 am
by dougal2
REV 191
I've added an extension of bkircher's <!-- mti_UseCommentAaMaterial --> concept to the code.
For Meshlights:
If the Notes field contains
Code: Select all
<!-- mti_replaceNotesMeshlight -->
then the notes field will be replaced with the light settings during export.
On _subsequent_ exports, this notes field will be used for the lights
For shaders:
If the notes field contains
Then the material XML will be put into the notes field.
Currently only PhongE materials will use this code in further exports.
I've also added 2 helper buttons to the GUI to insert the correct <!-- mti_replace??? --> tag into the shader's notes for you.
Posted: Sun Dec 30, 2007 10:19 am
by dougal2
REV 193
Added option to save materials to separate .igm files (in scene folder). When this is enabled, the materials are written into the main scene as <include>s.
Changed default scene file extension to .igs
Posted: Mon Dec 31, 2007 4:19 pm
by Phr0stByte
Having some problems... It seems to export to .xml OK, but Indigo freezes on the scene file:
Building Mesh '|group6|pCylinder3|polySurfaceShape1'...
0 vertices (0 B)
0 triangles (0 B)
Couldn't find matching cached tree file, rebuilding tree...
TriTree::build()
calcing root AABB.
I have included the .mb here, if you could please check it out...
[EDIT] Damn - to big to put here...
Posted: Mon Dec 31, 2007 11:54 pm
by dougal2
it's because that particular object has a build history, the "original" meshes don't export correctly, but can be safely deleted.
Code: Select all
delete |group6|pCylinder3|polySurfaceShape1;
as you can see, it's an empty mesh anyway - 0 verts/tris
I've already asked Ono to handle this error more elegantly in future too.
Posted: Tue Jan 01, 2008 1:06 am
by Phr0stByte
dougal2
Thanks! I will try cleaning up the history - meanwhile, here is a mental ray clay render =)
Posted: Tue Jan 01, 2008 1:20 am
by dougal2
looks good
Posted: Tue Jan 01, 2008 1:53 am
by Phr0stByte
I am getting better in Maya - unfortunately, I am mortified on how difficult the transition from Maya to Indigo is. I cant really blame the script, as some of it may be Indigo too. I found the issue that was stopping Indigo before: It was the buttons on the fan, and deleting the history did not help. The render went fine only after DELETING all buttons but the first
On the upside, I am really liking MentalRay... LOL