Re: [Maya2osg-users] Discussion of next changes
Status: Alpha
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From: Jean-Sébastien G. <jea...@cm...> - 2011-05-25 18:35:04
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Hi Javier, Sorry for the length of time I took to answer, I've been busy training a new employee (we're now a team of 2 graphics programmers at my company, after being the only one for over 3.5 years). > One question: is all this discussion limited to Material attributes > or are we talking about every kind of Maya node? In my case, it is limited to materials. As you said it may not be true for others, and it may not be true in the long run, but I believe in incremental implementation. :-) > What if the user instead of a texture connected to the bump2D has a > more complex shading network (e.g. combining several textures and > other utility nodes)? You just ignore these cases and define a set > that is supported, I presume. But maybe other user needs it. This is > where I see a complicated situation to reach all the needs that can > raise, that are very user-specific. And this is why I see a virtually > unlimited set of attributes to export. I am really thinking only of what is useful right now in real-time rendering. But yes, this is not totally obvious to users, just to me. I don't think anyone will need to export a file that has a complex shader network with procedural textures and I don't know what else, simply because it is obvious to me that the final file will be used in an OSG program, and therefore we can't do everything a user making a model for offline rendering for film use would expect... Just a few basic things that are not supported by the fixed pipeline and most general file formats, but that we want to use in our engine. >> I would prefer this kind of string never be visible / editable by the >> user, since it's already specified by the Maya material. Putting it in 2 >> places (and one which the user could just delete if they're not paying >> attention) is asking for trouble. > > We absolutely agree in this point. I'll never say the contrary. > Artists should not be able to touch anything more than the minimum > necessary. It wasn't at any time what I was defending. The logic we > are talking about, be it on the C++ code or in MEL scripts, is > responsibility of the programmers and should automate the process to > the artist. But your suggested solution was to have a script that would place strings either in the Notes on a Maya node, or in a custom attribute. Both of these are user-visible in Maya, are they not? My point in doing it in the C++ code was that it's a (mostly) one-way layer between Maya and the .osg file you export. Thus, anything created in the C++ code will never be visible to the Maya user. If you have a way of doing the same thing from script, then I have no argument anymore. I'll do it in script, because I agree with all your other points (the set of things to export being different for everyone, the ease of doing it in script instead of in C++, etc.) I just don't want it to be in Notes or something like that, because then the user can edit it / break it. Sorry for being difficult on this... Thanks, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |