> 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. ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
