MtI 0.9

Announcements, requests and support regarding the MAYA exporter
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dougal2
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Post by dougal2 » Sun Jan 06, 2008 12:49 pm

when indigo crashes, copy it out of Indigo's text log window:


Building Mesh '|group6|pCylinder7|polySurfaceShape1'...
0 vertices (0.0 KB)
0 triangles (0.0 KB)
...
calcing root AABB.

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Phr0stByte
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Post by Phr0stByte » Sun Jan 06, 2008 12:57 pm

I still dont "get it - what you are typing dosnt seem to refer to the error I am getting. Here is a screenshot:
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dougal2
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Post by dougal2 » Sun Jan 06, 2008 12:59 pm

oh, right. i see.

You've enabled the Save Obj option, i presume?

Are the files it's asking for actually there?

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Phr0stByte
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Post by Phr0stByte » Sun Jan 06, 2008 1:04 pm

dougal2
It is saving objs, but i dont see the ones it asks for.... Can I turn this off?

[edit] Actually, I have "Mti_save Obj Files Directly" turned off, so why would I get this? Tried turning it back on, but no dice.

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Phr0stByte
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Post by Phr0stByte » Mon Jan 07, 2008 9:30 am

Dude! I got it! Though mats are terrible... Not having an edit option on the mats or a preview option really hurts, as I don't understand editing the xml directly (and in my opinion no one should have to). Can't figure out how you got the awesome exr lighting either.

The blades of the fan are supposed to be see through - and I did get the Cr.nk data into the grill mat, but I guess it doesnt show well with my mesh light setup (which also sucks). No matter how far away I move that light on the left, it burns with the same intensity - strange.
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dougal2
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Post by dougal2 » Mon Jan 07, 2008 9:43 am

Not having an edit option on the mats...
edit how? which mats?
are you using external IGM materials? Becuase they will never be editable in Maya.
The parameters for lambert/phong/blinn shaders are translated into indigo materials.
It's all explained in the documentation in the Wiki.
... or a preview option
this could be fixed. I'll put it on the TODO list.

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Phr0stByte
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Post by Phr0stByte » Mon Jan 07, 2008 9:47 am

dougal2
I am not having any success in getting a transparent light blue mat on the blades. Here is what I have now:

<medium>

<name>blinn14_Blades_medium</name>

<precedence>6</precedence>

<basic>

<ior>1.387799978</ior>

<cauchy_b_coeff>0</cauchy_b_coeff>

<absorption_coefficient_spectrum>

<rgb>

<rgb>0.838702023 0.4746955037 0.2170000076</rgb>

<gamma>2.200000048</gamma>

</rgb>

</absorption_coefficient_spectrum>

</basic>

</medium>



<material>

<name>blinn14SG</name>

<specular>

<transparent>true</transparent>

<internal_medium_name>blinn14_Blades_medium</internal_medium_name>

</specular>

</material>

As you can see in the test pic, I posted, it is showing up non-transparent black...

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Kram1032
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Post by Kram1032 » Mon Jan 07, 2008 9:50 am

where do the 0.000000048 come from? xD

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dougal2
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Post by dougal2 » Mon Jan 07, 2008 9:51 am

For HDRI lighting, first set the "Env Light" option to the HDRI type you want, either LatLong (rectangular image) or Spherical (square image).

For LatLong, you will need HDRI images in EXR format, and for Spherical you will need them in .float (RAW) format, and you also need to know the image width (which also = it's height).

Click "More Settings" to get the mti_settings scriptnode open in the Attribute editor, find and set the mti_envSavDir setting to where your HDRI library is
(eg. /home/phrost/myHDRI/ ) and then set either the mti_EnvLightLatLong or mti_EnvLightSpherical setting to where the image is within your library (eg. latlongs/hdri1.exr; -- in the export process these two settings are simply joined together, so the full path would end up as /home/phrost/myHDRI/latlongs/hdri1.exr).

If you used spherical map, also set mti_EnvLightMapWidth.

If you are using Reinhard tonemapping, you can leave the mti_Gain at 1.0, for camera tonemapping this will need to be quite high to get a decent exposure - i usually start with 50000000.

BTW, the EXR I used looks nice because I have a library of nice EXRs (the Dosch design ones) ;)

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dougal2
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Post by dougal2 » Mon Jan 07, 2008 9:52 am

@Kram
it's floating point rounding error in Maya. It's messy, but makes no real difference :roll:

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Kram1032
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Post by Kram1032 » Mon Jan 07, 2008 9:55 am

so, the problem comes from Maya?
Yeah, it surely makes close to no difference, with only (in the final output image) 256*3 possible colours per pixel :)

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dougal2
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Post by dougal2 » Mon Jan 07, 2008 9:59 am

@phr0syByte
your material is fine. you must check your mesh is properly closed.
Also, try to eliminate N-gon faces and keep to quads and tris if you can.
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Phr0stByte
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Post by Phr0stByte » Mon Jan 07, 2008 10:14 am

dougal2
Yes! the grill is gleaming now with a successfully loaded exr. Still cant get the correct mat for the fan blades though. can you look at the mesh, as you have the model. If you no longer ave it, here is the download link again: http://rapidshare.com/files/81574609/el ... b.zip.html
I cant see anything wrong with it.
[EDIT] Crap - yes I do. The blades themselves are huge n-gons. almost impossible to fix - I'd have to totally redo it - no thanks. I think I will just abandon ship on this one, but thanx for your help - I learned a lot.
Last edited by Phr0stByte on Mon Jan 07, 2008 10:22 am, edited 1 time in total.

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dougal2
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Post by dougal2 » Mon Jan 07, 2008 10:18 am

sorry Phr0st, I'm no model expert.
perhaps you could post the .obj for someone else to look at?

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Phr0stByte
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Post by Phr0stByte » Mon Jan 07, 2008 10:22 am

dougal2
see above post

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