Re: [Maya2osg-users] Discussion of next changes
Status: Alpha
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From: Peter W. <pp...@cg...> - 2011-05-26 09:17:48
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Hi all, now I am confused ... @J-S, I thought, that this is what you wanted ? : 1.) Collect Maya Shading Attributes as far as possible through the plug-in 2.) Add any ( un ) imaginable Attributes as Tags added as maya notes into osg::Node Descriptions @Javier, in the end I don't care as well, any string attribute should be as good as the notes field. Anyway, the phase of implementing and testing this feature will surely show the "right" way :-) Cheers, PP > On Wed, May 25, 2011 at 8:34 PM, Jean-Sébastien Guay > <jea...@cm...> wrote: >> Sorry for the length of time I took to answer, I've been busy training a > Don't worry about that. We all have jobs and family and... even a > life outside OSG! :) > >> new employee (we're now a team of 2 graphics programmers at my company, >> after being the only one for over 3.5 years). > I know what you're talking about. It's quite time consuming. > Especially in this case that you have doubled the team :) > >>> 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? > You can create the attributes editable or visible as you need. This > avoid users to touch them, even see them (though seeing them should be > useful for debugging, and artists still can't break anything) > >> 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 am wondering... is the way you export materials and treat them in > your engine incompatible with Maya2OSG exported GLSL shaders? > > This part of GLSL export is a work in progress, so it is being > modified. I even don't know how to do some things. There are some > tradeoffs between flexibility and efficiency I have in my TO-DO list. > > >> I just don't want it to be in Notes or something like that, because then >> the user can edit it / break it. > That seems reasonable. I didn't like to have it there also. I > disagree there with Peter. > >> Sorry for being difficult on this... > Don't worry. difficulties is where the fun is ;) > > > |