Page 2 of 2

Posted: Sun May 11, 2008 2:05 am
by CTZn
That's funny, I told you they were to be used in conjunction, both are no competitors ! mtiEdi reads values from shaders in order to provide easier simpler access to their attributes, and this includes indigoShaders !

It's not an alternative but a companion, or if you prefer it only replaces the UI not the node ! But it is true that as a consequence, many users may not use the AE interface just because there will be no need to scroll the panel to access all requested attributes (including indigoShader.material), and it refreshes quickly.

Have I made myself clear, dear dev in chief ? :)

EDIT: I've remembered the right term: it's only a front-end.

Posted: Mon May 12, 2008 9:32 am
by CTZn
[edit]

I'm changing my priority to MtI itself. I stumpled in front of a black render, and get hit by the fact that I hadn't merged a few mods I did offline; that's why I stated that things were smoother but then I found myself hand editing xml for meshlights again :evil:

Posted: Wed Jun 04, 2008 5:22 pm
by vux
for render region:
if slect render region in maya render view it return coordinats.

Like this:

setAttr defaultRenderGlobals.left 385;
setAttr defaultRenderGlobals.rght 462;
setAttr defaultRenderGlobals.bot 306;
setAttr defaultRenderGlobals.top 390;


It useful for Indigo render region...

Posted: Thu Jun 05, 2008 12:09 am
by CTZn
Good point vux :)

There is plenty to do in order to make MtI more user friendly. Shamefully I'm too much of a dabbler to find the motivation when I should.

By now I'm streamlining my workflow with displacement from Maya to Indigo. I felt that many small vids would be better than one big and messy (check it in the Maya and displacement thread). If there is a topic in Maya or MtI you want to be explained better please ask.

Cheers !

Posted: Thu Jun 05, 2008 1:00 am
by dougal2
vux
thanks, that's useful info.

What i can probably do is remove the region coords from mti_settings and read the values straight from defaultRednerGlobals on export.
(and perhaps have controls on the GUI linked to these vars for convenience - but it's not possible to connect the scriptnode vars directly to defaultRenderGlobals)

Posted: Thu Jun 05, 2008 2:12 am
by CTZn
Hi Doug,

What I thought (coz I noticed this a few weeks ago :oops: ) was to have a button saying "grab region box", then have the render window with a snapshot (wireframe, try it) popping up and asking for region selection.

Makes sense ?

Posted: Fri Nov 28, 2008 8:17 am
by Sinister
guys, can latest relise of MtI (1.0.95_beta3 is latest, isn't is?) work directly with .pigm? or I do something wrong

Posted: Fri Nov 28, 2008 9:50 am
by CTZn
No, with MtI you can export materials as an IGM file that's all*.

Indigo has the ability to unpack packed files in a specified output folder, see the Command line parameter Reference in documentation pdf. Conversely Indigo can pack a scene with dispatched data into one packed file. For now it's none of MtI features, but that is to put on a todo list for when former progresses are validated (and hem, produced actually).

*Correction: each material in a separate igm file.

Re: MayaToIndigo Wishlist

Posted: Thu Oct 08, 2009 2:13 am
by Bretik
Is possible support Maya Background shader, and nurbs as in other renderer via converting nurbs to polys?

Thanks.

Bretik