MtI 0.9 (14 nov 2007 release)
MtI 0.9 (14 nov 2007 release)
The Change Log for this release is immense.. I can't bring myself to paste it in here. It's in the zip so check it out - lots and lots of new features.
Also in the zip is some new documentation and install instructions. The docuementation is also in the Wiki, and we'll try to keep it up to date.
MayaToIndigo now supports pretty much everything in indigo except:
blend materials
glossy transparent materials
the dermis/epidermis stuff
peak and RGB spectrum meshlights.
regular_tabulated data
[although, you could actually hand code all these via the PhongE shader ]
Big thanks to both CTZn and bkircher for their work so far.
If you download this exporter and find it useful, please post here and say Hi
If you find any problems with it please post here and tell us so that we can fix it
Also in the zip is some new documentation and install instructions. The docuementation is also in the Wiki, and we'll try to keep it up to date.
MayaToIndigo now supports pretty much everything in indigo except:
blend materials
glossy transparent materials
the dermis/epidermis stuff
peak and RGB spectrum meshlights.
regular_tabulated data
[although, you could actually hand code all these via the PhongE shader ]
Big thanks to both CTZn and bkircher for their work so far.
If you download this exporter and find it useful, please post here and say Hi
If you find any problems with it please post here and tell us so that we can fix it
- Attachments
-
- MayaToIndigo09stable20071114.zip
- (205.74 KiB) Downloaded 307 times
Last edited by dougal2 on Fri Nov 16, 2007 11:23 am, edited 1 time in total.
REV 110
- finished blend material implementation in mti_ExportModuleShaders.mel
mti_add_CustomAttrs and GUI needs updating for blend_map related custom attributes. got bored and couldn't be bothered to do it.
- updated documentation... upon reading back it's a bit waffly, can someone else please try to follow my instructions and re-write them in a more simple way?
- finished blend material implementation in mti_ExportModuleShaders.mel
mti_add_CustomAttrs and GUI needs updating for blend_map related custom attributes. got bored and couldn't be bothered to do it.
- updated documentation... upon reading back it's a bit waffly, can someone else please try to follow my instructions and re-write them in a more simple way?
Rev 111
Cleaned up older comment files and an unused procedure.
Changed EV default value to 0.
Changed Light Generation to skip power drawn / efficacy statemtents for IES lights.
Changed IES-Locatore creation to automatically assign incandency with warm light-bulb characteristics.
Please, someone make this thread sticky and we continue discussion of revisions below this level, only update the first post w. newer files.
Great with the blend materials!
Cleaned up older comment files and an unused procedure.
Changed EV default value to 0.
Changed Light Generation to skip power drawn / efficacy statemtents for IES lights.
Changed IES-Locatore creation to automatically assign incandency with warm light-bulb characteristics.
Please, someone make this thread sticky and we continue discussion of revisions below this level, only update the first post w. newer files.
Great with the blend materials!
yeah sticky would be good.
I've also renamed the topic as I think the word stable implies something that is finished, when in fact development is continuing.
edit: I like that we're using the hypershade connections for blend. I think the next logical step is to search for file connections to shaders and use that for texture/bump/exponent maps instead of custom attributes.
At some point I may try and implement the recursive shader export method, which would allow multiple blends in the same network. I'll probably do this as a complelely different ShaderModule, which could be swapped once it works
I've also renamed the topic as I think the word stable implies something that is finished, when in fact development is continuing.
edit: I like that we're using the hypershade connections for blend. I think the next logical step is to search for file connections to shaders and use that for texture/bump/exponent maps instead of custom attributes.
At some point I may try and implement the recursive shader export method, which would allow multiple blends in the same network. I'll probably do this as a complelely different ShaderModule, which could be swapped once it works
FYI:
I'm currently working on getting textures from the Hypergraph, and automatically copying them to the proper indigo location.
I think I've got it working for blend maps... just about to test it and then I'll implement it on albedo/bump/exponent.
As a consequence of this, I'm making MtI automatically create both objs/ and textures/ folder if they don't exists. One less thing for the user to have to set up, and th installation gets simpler
I'm currently working on getting textures from the Hypergraph, and automatically copying them to the proper indigo location.
I think I've got it working for blend maps... just about to test it and then I'll implement it on albedo/bump/exponent.
As a consequence of this, I'm making MtI automatically create both objs/ and textures/ folder if they don't exists. One less thing for the user to have to set up, and th installation gets simpler
That's excellent Dougal !
Would be cool if textures could be converted to PNG if loaded as another format into Maya (but not jpg, default Maya settings are akward, and thats a very bad format for bump mapping).
Also I'm wondering if Indigo can handle multiple paths, ie separated by ";" like Windows does. Since the absolute path exists for textures in Maya, that would trivially allow Indigo to use the textures where are are by default...
Not much on 3d recently...
Would be cool if textures could be converted to PNG if loaded as another format into Maya (but not jpg, default Maya settings are akward, and thats a very bad format for bump mapping).
Also I'm wondering if Indigo can handle multiple paths, ie separated by ";" like Windows does. Since the absolute path exists for textures in Maya, that would trivially allow Indigo to use the textures where are are by default...
Not much on 3d recently...
obsolete asset
Who is online
Users browsing this forum: No registered users and 39 guests