On 6/14/07, Eric Maslowski <[EMAIL PROTECTED]> wrote:
> > 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.

I am not aware of any support for something like this in OpenSG. It
would definitely be an interesting addition though.

> > 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.

You are right we are using the RenderMap call. Copying over the
opacity map is definitely a good idea. I will put it on the list of
things to do. Thanks for the suggestion. :)

> 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?

Very good point. Originally we created unique OpenSG materials and
textures depending on the 3ds Max pointers. So if two different
objects share a pointer/instance to a material then they share the
same OpenSG material. The same applies for textures, as long as they
are 3ds Max instances and not copies they share the same texture. We
ran into a few problems with this though when we started baking
textures. This was caused because after baking each object gets a
shell material which has it's own copy of the original texture. To get
around this we started using the bitmap filename as unique id rather
than the pointer. This does have the disadvantage that currently the
plug-in assumes that all bitmap textures that share the same source
filename are treated like instances and not copies. This could be
configurable so that you can choose which way to identify unique
bitmap textures.

-Aron

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