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Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread

Posted: Tue Oct 05, 2010 9:49 pm
by face
Maybe the same as the third post on this side?
But, you must every material set as a material macro, then Octane can reload the scene with your saved materials.
Currently, Octane prefer the materials in the obj/mtl file, but with macros it works...
face

Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread

Posted: Tue Oct 05, 2010 10:46 pm
by adrencg
Thanks Face that helped.

Nice feature in your plugin that automatically turns off "overwrite existing" after export. I could have really screwed myself a couple of times if you didn't create that.

Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread

Posted: Sat Nov 06, 2010 11:35 am
by face
A quick report.
I have begun to integrate the native unit size.
With that you can choose which unit your gridsize is.
The exporter also calculate from your choosen unit to Octane meters.


face

Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread

Posted: Sat Nov 06, 2010 4:26 pm
by jamnique
Thank you SO much :) This is really great.

Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread

Posted: Wed Nov 10, 2010 11:06 pm
by face
Have continue working after some logical issues.
I have renamed the "SI Grid Unit" to "Mesh Size"
To undestand it, it´s assumed that 1SI unit is 1meter.
If your mesh is modeld in mm, means, the grid is greater as the mesh, then choose millimeter, the aperture and the focal depth units becomes automaticly the right units.
Hope thats better understandable as a fixed aperture/focal depth unit.

face
milli.gif
meter.gif
kilo.gif

Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread

Posted: Tue Nov 16, 2010 8:39 pm
by face
If you don´t know it, here is a new version ;)
http://www.refractivesoftware.com/forum ... =29&t=4393

What do you think about exporting all visible area lights as geometry?
The geometry then have the scaling, rotation and the shape(rectangle, disc, sphere, cylinder and object) from the area light options and the orientation, direction and position from the light srt.
The only think you need to do is to set a emiter material in Octane for every light. The mesh will become the light name.
Nice is the use of a material macro, then you can group your lights and dim they...

face

Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread

Posted: Wed Nov 17, 2010 1:27 am
by jamnique
face wrote:If you don´t know it, here is a new version ;)
http://www.refractivesoftware.com/forum ... =29&t=4393

What do you think about exporting all visible area lights as geometry?
The geometry then have the scaling, rotation and the shape(rectangle, disc, sphere, cylinder and object) from the area light options and the orientation, direction and position from the light srt.
The only think you need to do is to set a emiter material in Octane for every light. The mesh will become the light name.
Nice is the use of a material macro, then you can group your lights and dim they...

face
Awesome idea. One would get a nice preview of the lighting in XSI.

Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread

Posted: Thu Nov 18, 2010 10:34 pm
by face
Have make some test with lights to geo ;)
All lights which have the attribute rendervisible and is a arealight will exported.
It would be possible to animate the color with a texture, like the colors for pointclouds, if anyone want it...
It would also possible that the light have a image texture.
The lights becomes a diffuse material and have as the materialname the shader+lightname, also soft_light.area or mia_portal_light.window.
For these both shaders, i read the color and put it as the diffuse color. That has the effect that you can read the values and type it in the emitter color.

Have fun with the video...

face

[vimeo]http://www.vimeo.com/16978802[/vimeo]

Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread

Posted: Thu Nov 18, 2010 11:17 pm
by jamnique
Can't believe you did it so fast :D Awesome !

Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread

Posted: Sat Nov 20, 2010 10:28 pm
by face
Integration of a texture and a second shape ;)

face

[vimeo]http://www.vimeo.com/17035664[/vimeo]