Re: [osg-users] Compiled Maya 7.01 OSG Exporter
Hi Andreas, We have managed to compile a functional version for Maya 8.5, though we have not tried for version 7. We have also fixed up the multexturing export and are gradually adding some functionality as we need it. I have found this plug in not overly reliable for exporting large scenes, i.e it has a habit of crashing Maya so hopefully we can fix that as well. I have had this /// Error: The operation completed successfully./ problem before and tracked it back to missing dependencies, have you checked the plug in with dependency walker www.*dependencywalker*.com to see if you are missing anything? You can often find missing dll's at http://www.dll-files.com Cheers Jon Andreas Åhrling wrote: Hi I have read the archive threads and I have the same problems as other people posted got maya says /// Error: The operation completed successfully./ From what I can understand Neils posts it could be the osgcharacter.dll that could be the cause of this problem. So with some help from my developer that can do the things with compile, we recomiled, but we get the same problem over and over again. Do anyone have a working version of the osg exporter for maya 7? Many thanks /Andreas neil south ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Exporting from Maya
Hi Todd, I mostly use FLT for this, painful though it is, I am not sure why your textures are missing though? I tend to use Maya Bonus Tools organise files prior to export just to keep everything together. You will need to remember to freeze transforms on all objects including group nodes, and also delete all history. I have compiled a modded Maya 8.5 version of the DIO soft maya exporter obtained from https://subversion.vrac.iastate.edu/DemoApp/trac/browser/trunk/src/osgMaya It sort of works, that is, it functions ok for models that are not overly complex, as soon as you are exporting models with polygons over the 30 k mark it falls over. The code itself could do with a cleanup to say the least and I have not had the time to pull it apart to try and fix it. At risk of getting a bollocking, getting content into the osg in general is unnecessarily difficult IMHO. Cheers Jon Todd J. Furlong wrote: I'm interested in getting the community's input on the best way to export from Maya to an OSG-readable format. I'm looking for something that will support scene structure, textures, and potentially shaders. We tried FLT export from Maya, but the textures didn't come into OSG. Has anyone come up with a reliable way to bring in Maya data? -Todd ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Exporting from Maya
Hi Gordon, A fair call and admittedly one I was expecting given my blaspheming ;) as a lowly content creator I will just quietly crawl back into my hole and dream of flawless interlinking toolchains.that's a gaming background for you :) Seriously though when we get out from under the current workload we plan to do just as you have rightly suggested. We need it so other folks must also have need for a prime time 3d app with decent osg export functionality. Cheers Jon Gordon Tomlinson wrote: Not quite a bollocking yet Jon ;) But if you want to make it easier to get Maya models into Osg perhaps you could write a direct Maya file reader for OSG and if you're feeling really generous or adventurous you could also add write capabilities for the Maya file handler :) On a general note, I have used most scene graphs technologies that have been out over many years I have been involved in vis-sim (dang a long time now too ) and the OSG offers the most import capabilities, I have never had a real issue in getting my data in to OSG, whether the data is traditional vis-sim, GIS, GeoInt, Lidar, Web, KML, Satellite, CAD, 3d, Flt, User data etc. Now I may have had to use other tools at time to convert data or wrote my own loaders(e.g. LIDAR), that perfectly acceptable and understood. The power of The OSG is that the USERS can extended it very easily if OSG is not currently supporting an area they would like, OSG supports a whole lot of areas most scene graphs do not thanks to hard work and generous contributions of many folks on the list past and present but it cannot really be expected to support everything. Jon, I and others look forward to your generous contribution of a Maya file reader so that it is not unnecessarily difficult to work with in the future for Maya users :) ( see no bollocking ;) ) __ Gordon Tomlinson [EMAIL PROTECTED] IM: [EMAIL PROTECTED] www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jon Newell Sent: Sunday, September 07, 2008 8:46 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Exporting from Maya Hi Todd, I mostly use FLT for this, painful though it is, I am not sure why your textures are missing though? I tend to use Maya Bonus Tools organise files prior to export just to keep everything together. You will need to remember to freeze transforms on all objects including group nodes, and also delete all history. I have compiled a modded Maya 8.5 version of the DIO soft maya exporter obtained from https://subversion.vrac.iastate.edu/DemoApp/trac/browser/trunk/src/osgMaya It sort of works, that is, it functions ok for models that are not overly complex, as soon as you are exporting models with polygons over the 30 k mark it falls over. The code itself could do with a cleanup to say the least and I have not had the time to pull it apart to try and fix it. At risk of getting a bollocking, getting content into the osg in general is unnecessarily difficult IMHO. Cheers Jon Todd J. Furlong wrote: I'm interested in getting the community's input on the best way to export from Maya to an OSG-readable format. I'm looking for something that will support scene structure, textures, and potentially shaders. We tried FLT export from Maya, but the textures didn't come into OSG. Has anyone come up with a reliable way to bring in Maya data? -Todd ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg and speedtree
Hi Richard, Thanks for your assistance, at this stage we have mostly completed option 1, still a few issues but mostly functional, this is essentially little more than a quick and dirty hack that does limit scope on what we can do with the trees in our particular circumstance. In the long run this approach won't cut it, and we will look at a more complete solution, I can see at a glance however that we are likely to hit the same issues with LOD's as you have.joy o joy :) Will let you know how we get along and if we work out a way around it. Cheers Jon Schmidt, Richard wrote: Hi Jon, we have tried to integrate speedtree into osg. There are serveral ways to do it: 1. alternative: Just use the opengl example from speedtree and wrap it with a custom drawable. Using this solution there are many pros: * easy to integrate cons: * your are using the texture loading/management of speedtree * you loose the ability of multithreading/multicontext stuff of osg, because the speedtree example uses CG in a non-multicontext version 2. alternative: Create a osg wrapper for CG (as custom stateattributes) in osg and use the example to build the appropiate osg geometry. pros: * no need to touch the speedtree shader * useable in multicontext/multithreaded environment. cons: * Integrating CG into osg is a daunting task. However CG does not make any guaranties about the opengl state after it has been applied, so you can't use it with other stateattributes or in a hierarchy of statesets. So I wouldn't recommend using CG at all in OSG. 3. alternative: Like above you port all the geometry to osg as well as the CG shaders to GLSL. Porting the shaders to GLSL is easy. I haven't done anything with shaders before, but if you take a look at Mike Weiblen GLSL quickrefernce it should be really easy to port the CG shader. pros: * now is pure osg, you don't have any custom drawable or wrappers in it, EXCEPT: SpeedWind - Speedtree provides a class for creating wind. Just build a basic wrapper which gets called in the update cycle. The next thing you have to care about is how you organize your scenegraph (for LOD stuff). Thats were I am currently stuck with. Richard -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jon Newell Sent: Thursday, August 07, 2008 1:56 AM To: OpenSceneGraph Users Subject: [osg-users] osg and speedtree ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg and speedtree
Hi everyone, I know this question has been asked previously but I have not been able to locate a definitive answer so.. We have a need to implement speedtree into OSG, and am wondering if anyone has had prior success with this? From a cursory glance it does not appear that it will be as straight forward as the SPT documentation would have us believe. If so does anyone have any pointers, tips or perhaps even reference code they may be willing to share that may be of assistance??? I would be grateful for any help! cheers Jon Newell ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bump mapping question
Hi Judie A rarer than hens teeth content question :) We just use a standard 24 bit normal maps, for which we use a few different tools, the least sophisticated or useful of which is the Nvidia tool, works but is ugly and output is average. Xnormal www.*xnormal*.net and Crazybump http://www.crazybump.com/ are the primary ones, of which crazy bump is outstanding for extracting normal maps and displacement maps from images Xnormal is great for extracting normal maps from high rez models. X normal is free, Crazybump is not. cheers Jon Judie wrote: fyi... I found this link: http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01058.html#_details and I am downloading NVidia's plugins for photoshop now hoping that will be what I need. On Jul 2, 10:37 am, Judie [EMAIL PROTECTED] wrote: Hi, I am trying to add bump mapping and I am wondering what the bump map format should be (i.e. bmp with 8 bits). Are there any examples? I am using osgFX::BumpMapping. I want to know what the format for the map in this call should be: bump-setOverrideNormalMapTexture( bumpTex ); Thanks, Judie ___ osg-users mailing list [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Active stereo support in OSG?
Hi Bob, We have more or less this exact setup, 2 x Christie Mirage HD3's, Quadro 5600 and Nuvision 60GX shutter glasses on a 160 degree curved screen. Once the correct parameters are declared we have has no problems running in Quad buffer stereo with OSG. The only issue we have encountered has been with occasional swapping of left and right that we have isolated to the less than stellar drivers Nvidia have been releasing of late. cheers Jon Frauciel Luc wrote: -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Jean-Sébastien Guay Envoyé : mercredi 23 avril 2008 15:39 À : OpenSceneGraph Users Objet : [osg-users] Active stereo support in OSG? Hi everyone, Hi Jean-Sebastian I'd like to ask if anyone has experience using active stereo with OSG. To be more precise, the hardware we're looking to use is Mirage HD3K projector nVidia Quadro FX 5600 video card nuvision emitters and 60GX LCD shutter glasses I work with nVidia Quadro FX 5600 and nuvision emitters and 60GX LCD shutter glasses on a daily basis. OSG will work out of the box in QUAD_BUFFER mode. The only thing you'll have to do is to declare some parameters to adjust stereo with the geometry of your projector : See : http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings OSG_STEREOON Turn stereo on OSG_STEREO_MODE QUAD_BUFFER Use quad buffered stereo when in stereo. OSG_SCREEN_DISTANCE 0.50Set the distance the viewer is from screen in metres (default shown) OSG_SCREEN_HEIGHT 0.26Set the height of image on the screen in metres (default shown) OSG_SCREEN_WIDTH 0.325 Set the width of image on the screen in metres (default shown) OSG_EYE_SEPARATION0.06Set the eye separation - interoccular distance (default shown.) And that should be ok for the OSG side. On the hardware side, you'll have to connect cables :D and check the stereo enable box in the nvidia settings panel. You should have the same result than with anaglyphic stereo (a better result in fact). Luc Now, I think this setup requires (and supports) quad-buffer stereo. And I think I saw that OSG supports that out-of-the-box. Does it work well? Any issues setting it up? Any gotchas on the OSG side? One problem we have is that the hardware is off-site (*far* off-site), and it's unlikely we'll have access to it for testing. We just have regular GeForce 8800 cards and regular monitors here. Should I expect it to just work(tm) ? Is there a way I can do some useful testing here? Perhaps using anaglyphic stereo with red/cyan glasses, (we have those :-) - will that be representative of the quad-buffer stereo support? Thanks in advance, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ** Pensez à l'environnement avant d'imprimer ce message Think Environment before printing Le contenu de ce mél et de ses pièces jointes est destiné à l'usage exclusif du (des) destinataire(s) désigné (s) comme tel(s). En cas de réception par erreur, le signaler à son expéditeur et ne pas en divulguer le contenu. L'absence de virus a été vérifiée à l'émission, il convient néanmoins de s'assurer de l'absence de contamination à sa réception. The contents of this email and any attachments areconfidential. They are intended for the named recipient (s) only. If you have received this email in error please notifythe system manager or the sender immediately and do not disclose the contents to anyone or make copies. eSafe scanned this email for viruses, vandals and malicious content. ** ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jon Newell Lead Developer VRS Unit 4, 19 Musgrave St, West End, Queensland, 4101 Mob 0421 979 810 Ph (07) 3846 5066 Fax (07) 3255 3530 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] glsl examples
Hi everyone, Im wondering if anyone has an example of a GLSL normal mapped osg file I could have a look at? The provided examples have been useful for simple generators (no intended disrespect to Benoit Mandelbrot). However I need to integrate an illuminated Ward or Ashkihmin/Shirley shader into my scene to simulate some Alucobond surface treatments on a building and thus far am not achieving much success. any help would be most appreciated! cheers Jon Newell ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org