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Re: OBJ Export

Posted: Thu May 27, 2010 9:01 pm
by face
Amplitude wrote:looooking good :D
so as I understand it it will be fully intergrated into your plugin and be transparent for the user?
Yes, full integrated.
You click only render/animation, thats all ;)

face

Re: OBJ Export

Posted: Fri May 28, 2010 8:27 am
by denfound
wooot really nice :D
I can't wait to play with that :o .

Thank you face :)

Re: OBJ Export

Posted: Fri May 28, 2010 3:41 pm
by face
Realy little update...
I have integrated a progressbar.
You have a scene with a cube, a sphere and a grid, then the progressbar shows what current will export.
Also cube vertices, cube normal, cube texture, cube faces, sphere vertices, sphere normals.....grid faces.

Next thing is to integrate materials :o
Normal my exporter is a little bit slower, but with materials it should give a speed boost, i hope ;)


face

Re: OBJ Export

Posted: Fri May 28, 2010 9:23 pm
by face
Ok, here the result...

3 meshes:
785408 triangles(sum)
2 Materials(sum)
1 Texturemap(sum)

Without materials:
Softimage: ~10sec
My: ~16sec

With materials:
Softimage: ~46sec /96.4MB on HD
My: ~16sec / 75.2MB on HD

FYI:
My is slower without materials, while Softimage save polys, i save tris.
eg. a quad.
Softimage linked the quad with 4 vertices.
poly1 = vert1, vert2, vert3, vert4

I split the quad in two tris with 4 vertices.
poly1 = vert1, vert3, vert4
poly2 = vert1, vert4, vert2

Also my export use more time to write.
Equivalent to ngons, i split, Softimage not.
When you triangulate, before you export, Softimage write the same with i.
Mine should then be faster, Softimage´s should significant greater on HD as already.

But export without material is irrelevant, while i think we ever export the material/s ;)

The miscellaneous size comes while some normels will written by me as 0.0 and from Softimage as 0.00000
It equalizate herself when the normals have decimal places.

The speed boost comes while Softimage write for every polygon the material.
Also:
Material1
Poly1
Material1
Poly2
Material2
Poly3

I write only the material when it change:
Material1
Poly1
Poly2
Matirial2
Poly3

It plays a role on hight poly counts, that we have.
Sorry for the long statement, but maybe one want to know the background ;)

Now it´s time to write the mtl export...


face

Re: OBJ Export

Posted: Sat May 29, 2010 1:27 am
by face
Material export is done...
The next thing is to export the texture maps and then, it should be complete done.

Here is a example scene from r10k which makes trouble with the Softimage obj-exporter.
Mixed materials and so on...


face

[vimeo]http://www.vimeo.com/12123979[/vimeo]

Re: OBJ Export

Posted: Sat May 29, 2010 7:30 am
by Amplitude
G-R-E-A-T !

Re: OBJ Export

Posted: Sat May 29, 2010 3:10 pm
by mlody47
face wrote:A little sneak peek, hope you like it ;)

[vimeo]http://www.vimeo.com/12089956[/vimeo]

face

GIVE IT TO MEEEE!!! ;)

awesome job again :)

Re: OBJ Export

Posted: Sat May 29, 2010 8:32 pm
by face
Thanks again :oops:

Want anyone a option to convert Si-Units in Km, m, cm, mm, inch, light years, parsecs etc...? ;)

face

Re: OBJ Export

Posted: Sat May 29, 2010 10:02 pm
by face
So, the material issue with glossy, diffuse and specular is fixed.

The exporter supports only phong material.
With the right settings you can use it as named above.
Others as phong becomes a standart diffuse material.
The settings are normal irrelevant while you change they in Octane and Octane use the settings only the first time when you export the scene.
After this, Octane use the .ocs for the materials.
Importent is that the number of materials are not changed.
When you use 5 materials, you get 5 in Octane.

Maybee, when Octane use a materialfile, i mean to read this, then i can write my own shaders ;)

face

Re: OBJ Export

Posted: Sat May 29, 2010 11:36 pm
by doca
mlody47 wrote:
face wrote:A little sneak peek, hope you like it ;)
/
face

GIVE IT TO MEEEE!!! ;)

awesome job again :)
Noooo, give it to MEEEE!!! :)

Realy, realy great work! I'm very unpatient. How long should we wait until this update? :)
That export of smoothing level looks great. Subdividing object into separate object is pain, but with your smooth subdivision export, now it looks much easier. Smoothing was one of bigest problems for softimage users, if you ask me.
Thank you very much!