2.2f is scaling objects up instead of scaling them down

Autodesk Maya (Plugin developed by JimStar)

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eyearmy
Licensed Customer
Posts: 10
Joined: Sat Aug 07, 2010 4:32 pm
Location: Reykjavik, Iceland

I was experimenting with maya2octane today (bought Octane only a week ago), and I was surprised to see that depth of field stayed very deep no matter how large the aperture was. It was as if I was working with objects many meters in size, while the models I was trying to render were actually quite small — about 50 centimeters on a side. I did some investigation and, well, here's the culprit:

Code: Select all

global proc exportScale() 

<snip>

			case 1:
				float $sSize = 1000;
				break;
			case 2:
				float $sSize = 100;
				break;

This should read:

Code: Select all

			case 1:
				float $sSize = 0.01;
				break;
			case 2:
				float $sSize = 0.01;
				break;

Thus, a 1x1x1 centimeter box created in Maya would translate to a 0.01x0.01x0.01 meter box in Octane, not to a 100x100x100 meter monstrosity.
Last edited by eyearmy on Tue Aug 17, 2010 1:25 pm, edited 1 time in total.
Windows 8.1 x64 / GTX 970 / i7-4790@4GHz / 16 GB
bazuka
Licensed Customer
Posts: 259
Joined: Thu Apr 22, 2010 3:47 pm

yea sorry i notice that bug, thats why im planing to remove that part from code and add just a warring msg if case the scene is not in meters...

ill rls new update till end of the week with some new add-ons

cheers
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
eyearmy
Licensed Customer
Posts: 10
Joined: Sat Aug 07, 2010 4:32 pm
Location: Reykjavik, Iceland

As a matter of fact, all you have to do is to scale anything coming out of Maya by a factor of 0.01. Centimeters are used by Maya internally, so switching your scene's units to meters and creating a 1x1x1 m box would result in a 100x100x100 unit box being written to an OBJ file, and therefore in a 100x100x100 m box being rendered in Octane.
Windows 8.1 x64 / GTX 970 / i7-4790@4GHz / 16 GB
bazuka
Licensed Customer
Posts: 259
Joined: Thu Apr 22, 2010 3:47 pm

yea i got confused ;) ill fix it and send u for testing ;)

u can skip scaling by setting the exporter to meter, then script wont scale anything...
Maya 2009 x64 & Maya 2011 x64
Windows 7 x64 & Windows XP x64
2x Quad Core Q6600, 8gb, Nvidia Gtx 260 & Gtx 460
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