Announcements, requests and support regarding the 3DS MAX exporter
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suvakas

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by suvakas » Thu Dec 06, 2007 11:55 pm
Hey Ono !
If you happen to read this...
Do you still plan to implement the scattering stuff?
If you don't, then I can continue with mine...
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OnoSendai

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by OnoSendai » Fri Dec 07, 2007 12:11 am
Hi
Suv,
I was vaguely planning on it.. but I haven't got round to it yet.
Feel free to continue working on yours!
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psor

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by psor » Fri Dec 07, 2007 9:11 am
"The sleeper must awaken"
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suvakas

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by suvakas » Fri Dec 07, 2007 12:01 pm
I picked this little "project" up again today and came up with a little idea. I made the scattering view dependant. It means, that scattering only happens in camera's field of view. I think it should save some memory while rendering.
Here's a small example. The grass is generated according to the viewable area of the camera on the ground (1st image is from the ground).
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- view_dependent_scatter.jpg (111.21 KiB) Viewed 16734 times
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psor

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by psor » Fri Dec 07, 2007 12:17 pm

What a freakin' cool idea suvakas!
take care
psor
"The sleeper must awaken"
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zsouthboy
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by zsouthboy » Fri Dec 07, 2007 2:35 pm
Again, suv, you never cease to amaze - great idea.
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vansan
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by vansan » Fri Dec 07, 2007 9:47 pm
Hey Suv, show us your interface screenshot, please!
Great work, btw.
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suvakas

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by suvakas » Fri Dec 07, 2007 10:14 pm
Interface is not completely done yet.
Here's what i have so far (it's a modifier):
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- maxigo_scatter.jpg (19.9 KiB) Viewed 16697 times
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rgigante
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by rgigante » Sat Dec 08, 2007 12:07 am
Bowing the head.
Riccardo.
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vansan
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by vansan » Sat Dec 08, 2007 4:25 am
Suv, do you plan to do the same view-dependant feature for fly-through animated cameras?
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suvakas

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by suvakas » Sat Dec 08, 2007 4:36 am
vansan wrote:Suv, do you plan to do the same view-dependant feature for fly-through animated cameras?
Nope. The scattering is totally random and that would cause the grass to change it's pattern in every frame. I think I'll add this field of view thing as an user selectable option. It's only useful for stills. Also you can't cover large areas with this scattering tool cause the amount of instances are currently limited to 99 000. So I'm not sure how useful this is at all. It sure is good for carpets

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suvakas

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by suvakas » Sun Dec 09, 2007 10:48 am
Just another test. Trying to optimize this stuff, but it's still quite slow.
100 000 grass strands took 6 minutes to export. Oh well. Can't get it any faster at the moment. Maxscript is not C

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- grass_scattertest-2.jpg (153.5 KiB) Viewed 16610 times
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Kram1032
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by Kram1032 » Sun Dec 09, 2007 12:28 pm
Do you think, you could write it in C but write a simple maxscript, that starts the C-script?

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suvakas

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by suvakas » Sun Dec 09, 2007 9:21 pm
Kram1032 wrote:Do you think, you could write it in C but write a simple maxscript, that starts the C-script?

Unfortunately I don't know C.
Also I've heard, that Max SDK isn't that easy to pick up too. (at least not as easy as maxscript).
Learning C is in my plans though

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Kram1032
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by Kram1032 » Sun Dec 09, 2007 11:46 pm

Can you then also write a blender patch? xD
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