Here is some sample output from a scene with two named objects and an "anonymous" area light. Shapes without a name parameter gets assigned a name based on which number the shape is in the scene file, and the type. As you can see the area light is the 3rd shape.
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[2012-01-10 04:50:09 Info: 0] Shape 'Plane': Loading PLY mesh file: 'untitled/Scene/00001/Plane_0000_m000.ply'...
[2012-01-10 04:50:09 Info: 0] Shape 'Cube': Loading PLY mesh file: 'untitled/Scene/00001/Cube_0000_m000.ply'...
[2012-01-10 04:50:09 Info: 0] Shape 'Cube': Loading PLY mesh file: 'untitled/Scene/00001/Cube_0000_m001.ply'...
[2012-01-10 04:50:09 Debug: 0] Shape #3 (trianglemesh): Mesh: accel = none (global), triangles = 2 wald, quads = 0 quadrilateral
[2012-01-10 04:50:09 Debug: 0] Shape 'Plane': Mesh: accel = none (global), triangles = 2 wald, quads = 0 quadrilateral
[2012-01-10 04:50:09 Info: 0] Shape 'Cube': Applying 2 levels of loop subdivision to 10 triangles
[2012-01-10 04:50:09 Info: 0] Shape 'Cube': Subdivision complete, got 160 triangles
[2012-01-10 04:50:09 Debug: 0] Shape 'Cube': Mesh: accel = none (global), triangles = 160 wald, quads = 0 quadrilateral
For reference here's an example of one of the shapes
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Shape "plymesh"
"string filename" ["untitled/Scene/00001/Cube_0000_m000.ply"]
"bool generatetangents" ["false"]
"string name" ["Cube"]
The core itself does not care what the name is, or if it's unique between shapes, as you can see above the Cube object is actually exported as two separate shapes as it has two materials assigned to it. For luxblend25 I felt it was most natural to use the object name for all shapes exported, but we can of course change that easily.
I must admit I haven't tested this with networking yet, but I think it should work as expected. Also I should add that luxblend will export the light name for the shapes, the above was just an example.
