Re: [Maya2osg-users] Discussion of next changes
Status: Alpha
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From: Jean-Sébastien G. <jea...@cm...> - 2011-05-16 18:31:38
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Hi Javier, Peter, Thanks a lot for the discussions! My intent when I sent my message on Saturday was just to explain what I had in mind and maybe get a few ideas, I didn't want you to start doing anything in my place! :-) > Well. We should know what does J-S exactly needs, but I was thinking > that if the target is to replace the Maya2OSG shader with a custom > one, Maya node attributes could contain the information indicating > that this custom shader must be used and the extra information needed > for the shader. In any case, when you reach a bump2D node you already > have the shader half created, thats why I didn't see it. But of course > a previous traversal can be done in the shading network to check for > the attribute. My idea was to simply store the information needed (normal map texture filename, bump amount) somewhere, which could be read by our engine at file load time. I cannot generate the shader at export time, as our products generally use different shaders... So we just need to store the information somewhere appropriate (osg::Material or osg::StateSet description list for the normal map stuff, for example) and our engine will do the rest. > Mmm... I still think we are mixing too much things there. I'd prefer > the custom attributes approach. I don't know what you mean with > "create some new window". You can create attributes without any new > development, just in the Attribute editor with Attributes> Add > attributes... option. And it is quite easy to manage from MEL: > > addAttr -ln "normal_map" -at double |pSphere1; > setAttr -e-keyable true |pSphere1.normal_map; > > Or course, once you have designed the attributes you need, you > should develop the artists tools to automate this (maybe just some > shelf buttons). > I was actually thinking we don't need anything special in Maya. The plugin would just see that the Maya material has a Bump2D node attached to the bump attribute, and would add a string in the description at the appropriate place (as I said, osg::Material or osg::StateSet) with a special tag saying that this is metadata. Something like: maya2osg NormalMap filename:<some filename>.jpg bump:30 As I said, our engine would then parse this when loading the .osg file and load the normal map and appropriate shaders. >> So, this is done, a first draft, Pre Post Export Mel and Preview Mel. Pre >> and >> Pre and Post will substitute $path to filepath, $file to filename and $type >> to filetype That's great, it will be very useful to us! Thanks! > I think this discussion would be much more productive with some > usage examples and so we can work on several prototypes to see which > one we like most. I can give you some examples of what I would like, but I hope the description I gave above makes what I had in mind clearer. > I'll take a look at it ASAP. Right now my daughters are dragging me > out of home. Quite a challenge was to be able to answer this message! > :))) I understand, I have 3 boys myself :-) Thanks for your help, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |