> 2) Is there a way to associate which objects a light illuminates through
the
> exporter? (i.e. where it is in the scenegraph)

Currently the plug-in places all lights at the top of the scene graph.
In the future we may be able to use 3ds Max's light include/exclude
lists to do something like this. Although it would make the scene
graph structure rather complicated.

[Eric Maslowski] 
I agree, it would make things quite complicated. Does OpenSG do any clever
culling of lights based on their distance from an object. (e.g. if an object
is outside of a lights attenuation range, the object isn't illuminated by
it) In this case, I would imagine such control over a lights location in the
graph would help with large scenes with many localized lights. 

> 4) What is the recommended process for getting alpha blended textures
> without using shaders? Traditionally, we would just provide a single
texture
> which contains an alpha channel. Doing the same doesn't seem to work, nor
> does specifying a separate map for the opacity channel (as one would do
for
> exporting with shaders).

I have tried this a few different ways today. I was surprised to find
that by default applying a RGBA image to a plane and rendering it in
3dsmax doesn't show the plane as transparent. I will look into this
more and see if there is a simple way to do it. I should mention that
the plug-in never actually reads the image from disk. Instead it grabs
the image data from 3dsMax directly so that all image filters in 3ds
Max get applied before exporting. So for example any precudural
textures created in 3ds Max should get exprted correctly.

[Eric Maslowski] 
So, I imagine you're using the RenderMap() call to get the image data with
all filters? If so, you can copy over the data from the opacity channel and
store it in the diffuse map's alpha channel upon export. This would keep the
workflow consistent between shader/non-shader versions. Just a thought.

Since you never access the actual filenames for images, what happens when
you have multiple objects using the same material, or even multiple
materials using the same texture? Is the data duplicated for each
object/material that uses it? Do you see the potential for referencing
external files or is this a hard limitation of the OSB format?

Thanks again for your work on this and I will certainly share any
documentation I create.

Cheers

E.



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