On 6/18/07, Eric Maslowski <[EMAIL PROTECTED]> wrote:
> >> 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.
>
> [Eric Maslowski]
> I need to learn more about the internal rendering pipeline first, but maybe
> this is something we'll tackle after we get a few other things out of the
> way (e.g. physics and animation). It could be a nice optimization for your
> typical "game-level" style environments.
>
> > 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. :)
>
> [Eric Maslowski]
> Since you're using RenderMap, where do you get the resolution for the map
> from? The original file? What about for procedurals?

I should correct myself. we are using the RenderBitmap method. But
currently in the case of a BitmapTex we just get it from the Bitmap
object. We do currently have a max resolution of 4096x4096. In the
case of procedural textures we default to a 512x512 texture. This
should be configurable, but we have not had time to do this yet.

>
> >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.
>
> [Eric Maslowski]
> Ah, I see. I'm not a huge fan of special cases, but maybe this is one worth
> considering. Perhaps a check is made to see if the material is Shell, if so
> we assume it was generated by render-to-texture. We then specify it as being
> unique (since by definition all render-to-texture maps are unique), and we
> only process the baked channel. In a time long ago, we just required artists
> to create new materials for the render-to-textured objects as a final step,
> but we always looked for a more elegant solution.
>
> Out of curiosity, are there any plans to support the illumination channel or
> the RGBMultiplier for LightMap effects? I don't know about others, but the
> majority of our render-to-texture use comes from lighting/shadowing and not
> the tiling of textures. In fact, we always look for ways to keep our
> textures tiling and have the lightmaps sitting on top of them to keep memory
> usage down.

There is actually already support for the self illumination channel.
While this has not been tested as much as the other maps. We have used
it in a few projects. I wish I knew more about this process, but I
didn't work on creating the light maps.

-Aron

> Thanks again for the great work thus far on this plugin. Let me know if you
> need anything from my end (other than the docs when they're completed).
>
> Cheers
>
> E.

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