MtI v1.0.9 Stable (updated 17th April 2008)
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
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yup, i wrote the installer script by hand. it should all be correct linux paths.
In fact, if you run it and choose a maya version that you don't have (ie, 7.0 if you in fact have 2008), you'll see a new folder ~/maya/7.0/ with the files created by the installer.
I think the problem in your case is that Maya.env hasn't been updated properly, particularly the MAYA_SCRIPT_PATH.
Are your maya settings in fact stored in ~/maya/ ? I'm not aware of any way to change this, it should be the same for every user.
If you want to have a look at the installer script and follow through what it does, it is here:
https://svn.hamsterfight.co.uk/filedeta ... rev=0&sc=0
In fact, if you run it and choose a maya version that you don't have (ie, 7.0 if you in fact have 2008), you'll see a new folder ~/maya/7.0/ with the files created by the installer.
I think the problem in your case is that Maya.env hasn't been updated properly, particularly the MAYA_SCRIPT_PATH.
Are your maya settings in fact stored in ~/maya/ ? I'm not aware of any way to change this, it should be the same for every user.
If you want to have a look at the installer script and follow through what it does, it is here:
https://svn.hamsterfight.co.uk/filedeta ... rev=0&sc=0
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
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dougal2
strangeness I dont understand - Indigo mats all black. They are textured and plain phongs and blinns. Using spherical exr for lighting. The NK gold looks like it will come out fine though.
The other image is a quick MR render so you can see what I am going for (kinda).
strangeness I dont understand - Indigo mats all black. They are textured and plain phongs and blinns. Using spherical exr for lighting. The NK gold looks like it will come out fine though.
The other image is a quick MR render so you can see what I am going for (kinda).
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I've updated the linux installer to fix numerous bugs:
1. ~ needed to be expanded to full /home/username/
2. MAYA_SCRIPT_PATH was overwritten by subsequent writes to Maya.env
3. XBMLANGPATH needs"%B" on the end to make the icons (finally!) work
4. Added check so that Maya.env is only backed up once so you always have your original as a backup.
5. Set indigo and scene path defaults in mti_UserPrefs.mel
6. fixed the shelf script
1. ~ needed to be expanded to full /home/username/
2. MAYA_SCRIPT_PATH was overwritten by subsequent writes to Maya.env
3. XBMLANGPATH needs"%B" on the end to make the icons (finally!) work
4. Added check so that Maya.env is only backed up once so you always have your original as a backup.
5. Set indigo and scene path defaults in mti_UserPrefs.mel
6. fixed the shelf script
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
Are you using the native indigoShader for materials or converting from lambert/phong/blinn ?
I suspect that using the indigoShader might be easier, but I realise it has limitations (no bump or exponent maps and it cannot yet be blended)
Are there any parameters in particular you have trouble with? There are some conversion constants used in MtI - I can't recall what they are off the top of my head but I can look them up if you need anything specific.
I suspect that using the indigoShader might be easier, but I realise it has limitations (no bump or exponent maps and it cannot yet be blended)
Are there any parameters in particular you have trouble with? There are some conversion constants used in MtI - I can't recall what they are off the top of my head but I can look them up if you need anything specific.
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
it's actually all in the documentation in the Wiki
http://www.indigorenderer.com/joomla/in ... _materials
Some parts of the document i know are a bit old, but the materials translation is still the same.
You can of course save materials as presets - there should be some basic defaults installed with MtI - that'd be one way to share materials.
Another way would be to enable the ".igms" option on export and share the indigo .igm files for good materials. (*makes sublte pointing motions towards signature*)
You can load an igm into the scene using the rightmost button on MtI's "Shader Attrs" toolbar.
http://www.indigorenderer.com/joomla/in ... _materials
Some parts of the document i know are a bit old, but the materials translation is still the same.
You can of course save materials as presets - there should be some basic defaults installed with MtI - that'd be one way to share materials.
Another way would be to enable the ".igms" option on export and share the indigo .igm files for good materials. (*makes sublte pointing motions towards signature*)
You can load an igm into the scene using the rightmost button on MtI's "Shader Attrs" toolbar.
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
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