MtI rev 63 08 nov 2007
Great, great, great!
Sending you a postcard from my mti vacation (which will probably last till tomorrow, now that ONO gave IES-Support to the world), just briefly:
Thanks dougal for pulling all the stuff together, that's great.
Albedo Textures with phongs would be also nice.
Thanks CTZn for getting rotation matrixes to work.
I propose that for the time being we stick to the custom attributes we can attach to shader nodes. You could use the texture attribute from the lambert section.
On using phongE materials:
The whole beauty is that you just copy and paste a shader you find as plain text (like the water preset described with tabulated spectrum) into the "Notes" of the phongE you can enter in the attributeEditor.
This will be passed to the XML file as a string. Done.
<!-- mti_UseCommentAsMaterial --> has to be the first line of the notes, though I think it is not neccessary anymore.
As a convenience, certain keywords can be embedded in the Notes-text that can be substituted by shader properties. So you can enter
mtiKey_ShaderName and the Maya-Shader that will be assigned will be
automagically placed into the xml file.
A second attribute is "mtiKey_GlobalGamma" that will use the gamma setting.
I'll add primary and secondary colours in the near future.
See the commented phongE-preset , or the funky floor preset as an example how to implement blended materials.
Do you object if I transfer all the locator code and the geometry exporting code and dump them into two new Export Modules, or can you two do it: I want to avoid confusion, but this may be our last chance to split mti up into smaller pieces of code without much effort.
Sending you a postcard from my mti vacation (which will probably last till tomorrow, now that ONO gave IES-Support to the world), just briefly:
Thanks dougal for pulling all the stuff together, that's great.
Albedo Textures with phongs would be also nice.
Thanks CTZn for getting rotation matrixes to work.
I propose that for the time being we stick to the custom attributes we can attach to shader nodes. You could use the texture attribute from the lambert section.
On using phongE materials:
The whole beauty is that you just copy and paste a shader you find as plain text (like the water preset described with tabulated spectrum) into the "Notes" of the phongE you can enter in the attributeEditor.
This will be passed to the XML file as a string. Done.
<!-- mti_UseCommentAsMaterial --> has to be the first line of the notes, though I think it is not neccessary anymore.
As a convenience, certain keywords can be embedded in the Notes-text that can be substituted by shader properties. So you can enter
mtiKey_ShaderName and the Maya-Shader that will be assigned will be
automagically placed into the xml file.
A second attribute is "mtiKey_GlobalGamma" that will use the gamma setting.
I'll add primary and secondary colours in the near future.
See the commented phongE-preset , or the funky floor preset as an example how to implement blended materials.
Do you object if I transfer all the locator code and the geometry exporting code and dump them into two new Export Modules, or can you two do it: I want to avoid confusion, but this may be our last chance to split mti up into smaller pieces of code without much effort.
I've added preliminary code for adding the IES attribute to a shader. Also for exponent maps.
I've also added in a shader type check so that nk and exponent map attrs only get added to phong shaders.
I also had a look at the (out of date) indigo manual a thought about the shader types, and the ones we need to implement to bring us up to date (erm.. well up to v9.x features at least).
- the blinn shader needs options to choose between specular or glossy transparent
- we need a diffuse transmitter shader
- we need to add peak, rgb and uniform spectrum types
- can we not use the layered shader for making blend materials? the layout in the hypershade window would then exactly reflect the blend material setup.
I've also added in a shader type check so that nk and exponent map attrs only get added to phong shaders.
I also had a look at the (out of date) indigo manual a thought about the shader types, and the ones we need to implement to bring us up to date (erm.. well up to v9.x features at least).
- the blinn shader needs options to choose between specular or glossy transparent
- we need a diffuse transmitter shader
- we need to add peak, rgb and uniform spectrum types
- can we not use the layered shader for making blend materials? the layout in the hypershade window would then exactly reflect the blend material setup.
@ctzn
I made a couple of small changes today - trying to sketch out a few new features - don't be surprised if you get notices when you commit, an update ought to sort that out. hopefully there'll be no conflicts as i've only added a few commented out lines here and there.
I've got no further updates today - gotta get some real work done
I made a couple of small changes today - trying to sketch out a few new features - don't be surprised if you get notices when you commit, an update ought to sort that out. hopefully there'll be no conflicts as i've only added a few commented out lines here and there.
I've got no further updates today - gotta get some real work done
Okay then, I'll check your changes and commit that lil update I did.
bkircher, should I split the file myself or you prefer to do that yourself ? mti_ExportModuleTools.mel would be a fine name IMO.
If you see something urgent on what I could focus on now then have no hesitations, tell me.
bkircher, should I split the file myself or you prefer to do that yourself ? mti_ExportModuleTools.mel would be a fine name IMO.
If you see something urgent on what I could focus on now then have no hesitations, tell me.
obsolete asset
if you're separating out instancing functions, i would prefer a filename that reflects that...
mti_ExportModuleInstances.mel ?
I don't know how closely it's tied to the object code, perhaps the object makers could live in
ExportModuleObjects.mel ?
(we have ExportModuleCamera and ExportModuleShaders already).
additionally, is mti_add_nks_proc.mel still used? (similar function appears in mti_add_customAttributes_proc.mel). can we remove it if not.
mti_ExportModuleInstances.mel ?
I don't know how closely it's tied to the object code, perhaps the object makers could live in
ExportModuleObjects.mel ?
(we have ExportModuleCamera and ExportModuleShaders already).
additionally, is mti_add_nks_proc.mel still used? (similar function appears in mti_add_customAttributes_proc.mel). can we remove it if not.
r70.mti_Main: Strenghtened mti_makeInstances. Can update previously created mtiInstanceLocators with new mesh. EDIT: also feedback is better now.
mti_Gen: Reordered code to avoid potential errors with instances rotations in Y up.
Documentation: Updated. Not yet up to date at 100%, get used to feed that file
- - - -
In my opinion it was about leaving mti_Gen procedure alone in mti_Gen.mel, and having all others procedures together in a separate file. If you want that separate file to be separated again it doesn't bother meif you're separating out instancing functions, i would prefer a filename that reflects that...
mti_ExportModuleInstances.mel ?
EDIT oh and Dougal, I haven't found in Main and Gen the modifications you reported, can you check that again plz ?
obsolete asset
Updates:
- Fixed an issue with the instancing module.
- Extended phongE-functionality (i.e. using a Maya-PhongE node only for its
comment. That is stored in the .notes attribute and is passed directly to the XML-File. Certain magic words can be used to insert shader colours or names.): Now, Colour and Ambient Colour can be passed. Changed the sample presets accordingly.
- Added a modified highend3d-script test-wise to allow converting particle-instances to real objects.
- Added a modified highedn3d-script test-wise to allow checking for per face material assignments.
I propose we make a stable version, make a freeze of it, call it 0.9 and publish it.
We could then continue working on a new development version (fixing the world-scale issue, integrating a material editor...), but we'd have on status we only do bug-fixing of. What's your opinion.
- Fixed an issue with the instancing module.
- Extended phongE-functionality (i.e. using a Maya-PhongE node only for its
comment. That is stored in the .notes attribute and is passed directly to the XML-File. Certain magic words can be used to insert shader colours or names.): Now, Colour and Ambient Colour can be passed. Changed the sample presets accordingly.
- Added a modified highend3d-script test-wise to allow converting particle-instances to real objects.
- Added a modified highedn3d-script test-wise to allow checking for per face material assignments.
I propose we make a stable version, make a freeze of it, call it 0.9 and publish it.
We could then continue working on a new development version (fixing the world-scale issue, integrating a material editor...), but we'd have on status we only do bug-fixing of. What's your opinion.
Some screenshots of current features:
- Attachments
-
- Test with instanced sphere
- 071110_ParticleTest.jpg (83.68 KiB) Viewed 2967 times
-
- locator referencing the giraffa-object, rotated and scaled locator.
- 071110_Giraffas.jpg (161.09 KiB) Viewed 2967 times
-
- IES-Test
- 071110_IESTest.jpg (64.09 KiB) Viewed 2970 times
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