(Re)Implement LuxMaya as python scripted plugin

Discussion related to the 'LuxMaya' exporter plugin for Autodesk Maya.

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Re: (Re)Implement LuxMaya as python scripted plugin

Postby dougal2 » Tue May 20, 2008 7:51 pm

I think the mltpath integrator was removed from lux - just try setting the Surface Integrator to something else.
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Re: (Re)Implement LuxMaya as python scripted plugin

Postby CTZn » Tue May 20, 2008 9:18 pm

Ah well, I missed the texture nodes !

I'm a bit annoyed, under some circumstances Maya is using one cpu @ full throttle while I'm idle. That's not usual... (will try to track that down)

Regarding textures: need reinstalling ImageMagik. The scene was exported ok tho, but as expected rendered black.
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Re: (Re)Implement LuxMaya as python scripted plugin

Postby dougal2 » Tue May 20, 2008 9:34 pm

CTZn wrote:I'm a bit annoyed, under some circumstances Maya is using one cpu @ full throttle while I'm idle.


Did you have any of the custom procedurals in the scene? The calculation of the textures is quite slow - not optimised at all.
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Re: (Re)Implement LuxMaya as python scripted plugin

Postby dougal2 » Tue May 20, 2008 9:38 pm

OK, here we go for a formal rolling dev log...

Update: REV 71
Added the remaining AETemplates and added "Create" menus.
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Re: (Re)Implement LuxMaya as python scripted plugin

Postby CTZn » Tue May 20, 2008 9:57 pm

dougal2 wrote:
CTZn wrote:I'm a bit annoyed, under some circumstances Maya is using one cpu @ full throttle while I'm idle.


Did you have any of the custom procedurals in the scene? The calculation of the textures is quite slow - not optimised at all.


No, I had not noticed them when it occured first. It is maybe not related with malupy
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Re: (Re)Implement LuxMaya as python scripted plugin

Postby dougal2 » Tue May 20, 2008 11:16 pm

REV 73
Added local translation/scaling to luxObjectLocator to allow normalizing of external PLY data.
Also changed appearance of locator in the viewport so that it doesn't completely obstruct the scene.
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Re: (Re)Implement LuxMaya as python scripted plugin

Postby Radiance » Wed May 21, 2008 12:11 am

i see you've got a testing buddy :)

tell me when you're ready dougal2 and i can get you a CVS account.
i'll remove the old C based luxmaya (migrate it into the attic).

greetz,
radiance

EDIT: forgot to mention, if all goes according to plans we'll have v0.5 out soon. (just need to bugfix the stuff that got added the last 1 week, which has delayed it)
i think it would be a nice addition to v0.5 to see the first support for maya.
i'm thinking of releasing a final weekly build somewhere on the weekend which you can use for testing (it will be v0.5 if there's no apparent issues)
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Re: (Re)Implement LuxMaya as python scripted plugin

Postby dougal2 » Wed May 21, 2008 12:18 am

OK, that sounds like a plan. I'll get to work on the installer scripts.
Oh, and I might need a few icons... I'll post a request in another forum here.
1. obviously the Lux one
2. a lux specific shading node icon
3. a PLY object locator icon
4. an fbm texture icon
5. a wrinkled texture icon

I think that's all for now, if there's any other generic icons kicking about that you're using for other standard 3D things let me know and I'll use them as required so that all the Lux GUI stuff matches up.
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Re: (Re)Implement LuxMaya as python scripted plugin

Postby Radiance » Wed May 21, 2008 1:00 am

everything you need is in the other post :)

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Re: (Re)Implement LuxMaya as python scripted plugin

Postby dougal2 » Wed May 21, 2008 12:05 pm

REV 76
I've just re-arranged a load of files in the SVN repository, if any of you are using the plugin straight form your working copy, you will need to update the file paths in your Maya.env after your next SVN update.
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