Maxigo 0.9.4a

Announcements, requests and support regarding the 3DS MAX exporter
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suvakas
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Post by suvakas » Fri Nov 09, 2007 10:15 am

vansan wrote:Suvakas, please, make an option for Maxigo to include .igs files in exported scenes. This would keep me from copy-pasting stuff monkey-job, thanks in advance! :roll:
Sry, but I don't understand what you are talking about. Can you explain in a bit more detail?

vansan
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Post by vansan » Fri Nov 09, 2007 10:22 am

Ok, I've done a script, that generates IES lights XML code, and I need it to be included in exported scene. Just a string value like a pre-render script in max, you know...

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suvakas
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Post by suvakas » Fri Nov 09, 2007 10:26 am

Do you mean like an extra option to include any custom user defined igs file?

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Post by vansan » Fri Nov 09, 2007 10:27 am

Yes, that's it! :lol:
Sorry for my poor language.

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suvakas
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Post by suvakas » Fri Nov 09, 2007 10:36 am

Gotcha!
Interesting idea.
But i'm wondering if there will be any use for it in the future too?
I don't want to add too many "extra options". Things can get confusing (i think there already is too many settings 8) )

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Post by vansan » Fri Nov 09, 2007 11:06 am

I think it's a must-have function for testing personal-written modules.
Here is the code for IES-Lights. Hope this helps.

Code: Select all

--scenescale = 
format"<include><pathname>C:\Indigo\scenes\meshlight_IES.igs</pathname></include>\n\n"

for iL in lights do
	(
	try (if iL.distribution == 3 then 
			(
			--ies_xposition = iL.pos[1] --/ scenescale
			--ies_yposition = iL.pos[2] --/ scenescale
			--ies_zposition = iL.pos[3] --/ scenescale
			format "<meshlight>\n<pos>% % %</pos>\n" iL.pos[1] iL.pos[2] iL.pos[3] --ies_xposition ies_yposition ies_zposition
			format "<scale>1.0</scale>\n<mesh_name>lightmesh</mesh_name>\n\n<spectrum>\n<blackbody>\n<temperature>%</temperature>\n<gain>1.0</gain>\n</blackbody>\n</spectrum>\n\n<ies_profile>\n<path>%</path>\n</ies_profile>\n</meshlight>\n\n" iL.kelvin iL.webFile
			)
		else())
		catch()
	)

And this is Meshlight_IES.igm file code:

Code: Select all

<mesh>	
<name>lightmesh</name>
<normal_smoothing>false</normal_smoothing>
	<embedded>
		<expose_uv_set>
			<index>0</index>
			<name>albedo</name>
			</expose_uv_set>

			<vertex pos="-0.02 -0.02 0" normal="0 0 -1" uv0="0 0" />
			<vertex pos="-0.02 0.02 0.02" normal="0 0 -1" uv0="0 10000" />
			<vertex pos="0.02 0.02 0.02" normal="0 0 -1" uv0="10000 10000" />
			<vertex pos="0.02 -0.02 0" normal="0 0 -1" uv0="10000 0" />

			<triangle_set>
				<material_name>white</material_name>
				<tri>0 1 2</tri>
				<tri>0 2 3</tri>
			</triangle_set>
		</embedded>
	</mesh>

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suvakas
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Post by suvakas » Fri Nov 09, 2007 10:04 pm

You're missing the rotation matrix. :wink:

raster
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Post by raster » Wed Nov 14, 2007 4:26 pm

suvakas,
i dont know why when i export an interior scene it took me 6min to export to xml and is this normal?
6min is unacceptable cos the interior has only 150k polys and other applications could do that under 1 min.

Export to 3ds = crashes(mesh error)
Export to obj = long "Doing initial warmup" (around 2 min)
Export to xml = long export + error

in the end i get frustrated cos didnt render anything

EDIT: When i export to obj format it only process something like 400 samples/s .. now when using xml, increased to 44ksample/s

thanks

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suvakas
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Post by suvakas » Wed Nov 14, 2007 9:10 pm

XML export is slow cause it's done via maxscript. 3ds and obj formats are using 3ds Max native exporter and are much faster. If you get long warmup times, then there might be something wrong with your scene scale. Try increasing it.

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surreal
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Post by surreal » Wed Jan 23, 2008 9:59 am

Thanks for this Suvakas! I haven't been around in ages (to busy with work) but great to see this stuff still going on!

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suvakas
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Post by suvakas » Wed Jan 23, 2008 10:49 pm

You're welcome :)
Yep, haven't seen you around for a while.
How have you been?

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surreal
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Post by surreal » Fri Jan 25, 2008 6:59 am

Excellent! Working in a Game studio in Vancouver now, which takes up a lot of my time (well with my 2 hour each way commute it does!) What about yourself?

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suvakas
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Post by suvakas » Sun Jan 27, 2008 5:01 am

Nah, not much. Doing regular archi viz stuff mostly.
Probably not as fun as working in game studio 8).

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