New feature for LuXSI

Discussion related to the 'LuXSI' exporter plugin for Softimage XSI.

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Re: New feature for LuXSI

Postby povmaniaco » Tue Jun 14, 2011 12:43 am

Update code for camera DoF, lens shader.
Greetings...
Attachments
dof_luxsi.png
new_dof.png
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Re: New feature for LuXSI

Postby Abel » Tue Jun 14, 2011 1:18 pm

You seem to be in quite a flow, great to keep seeing you add features! :)
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Re: New feature for LuXSI

Postby povmaniaco » Thu Jun 23, 2011 4:15 am

News...
- New options for camera Dof.
- Update code for exporting 'surface' objects (wip)
- Test for exporter geometry with millons of triangles (made Sculptris objects)
Attachments
small_luxsi_exp.png
meshlight.png
First test of meshlight
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Re: New feature for LuXSI

Postby povmaniaco » Fri Aug 19, 2011 5:42 am

Continued work on the exporter..
Reviewing code to export instances.
Greetings.
instance_1.png

instance_2.png

instance_3.png
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Re: New feature for LuXSI

Postby jeanphi » Tue Aug 23, 2011 2:40 pm

Hi,

Great new addition.

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Re: New feature for LuXSI

Postby povmaniaco » Sun Sep 11, 2011 11:27 am

News...
Added support for PLY files. It is now possible to generate the files from the exporter (only ascii for now ..)
Greetings..
Attachments
plymesh_luxsi.png
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Re: New feature for LuXSI

Postby povmaniaco » Tue Sep 13, 2011 5:57 pm

Refined code for 'plymesh', added support for 'nsubdivlevels' and 'dmnormalsmooth' for exported smooth meshes.
Integration with all types of geometry; Meshlight, PortalShape or Mesh.

Code: Select all
//-- Geometry associated to lights
        bool vIsPortal = false;
        string::size_type loc = string(CString(o.GetName()).GetAsciiString()).find( "PORTAL", 0 );
        if (loc != string::npos) vIsPortal = true;
        //-- meshlight
        if (float(s.GetParameterValue(L"inc_inten"))> 0 ) vIsMeshLight = true;
        CString type_mesh = L"mesh";
        if ( vplymesh ) type_mesh = L"plymesh";
        CString type_shape = L"Shape";
        if ( vIsPortal ) type_shape = L"PortalShape";
       
        //-----------------
        if ( vIsMeshLight )
        //-----------------
        {
            //--
            float red = 0.0f, green = 0.0f, blue = 0.0f, alpha = 0.0f;
            s.GetColorParameterValue(L"incandescence",red,green,blue,alpha );
            float inc_intensity(s.GetParameterValue(L"inc_inten"));
            //--
            CString lName = findInGroup(o.GetName());
            if (lName == L"") lName = o.GetName().GetAsciiString();
            //--
            f << " LightGroup \"" << lName.GetAsciiString() << "\"\n";
            f << "\nAreaLightSource \"area\" \n";
            f << "  \"float importance\" [1.00] \n";
            f << "  \"float gain\" ["<< inc_intensity <<"] \n";
            //f << "  \"float power\" [100.0]  \"float efficacy\" [17.0] \n";
            f << "  \"color L\" ["<< (red * inc_intensity) <<" "<< (green * inc_intensity) <<" "<<(blue * inc_intensity ) <<"]\n";
        }
        f << type_shape.GetAsciiString() <<" \""<< type_mesh.GetAsciiString() <<"\" \n";
        //-------------
        if ( vplymesh )
        //-------------
        {
            //--
            CString vInput_FileName = vFileObjects.GetAsciiString();
            int Loc = (int)vInput_FileName.ReverseFindString(".");
            vFilePLY = vInput_FileName.GetSubString(0,Loc) + L"_"+ o.GetName() + L".ply";
            f << "  \"string filename\" [\"" << replace(vFilePLY.GetAsciiString()) << "\"] \n";
        }
        //-- share
        f << "  \"integer nsubdivlevels\" [" << subdLevel  <<"] \"string subdivscheme\" [\"loop\"] \n";
        f << "  \"bool dmnormalsmooth\" [\""<< MtBool[vSmooth_mesh] <<"\"]";
        f << "  \"bool dmsharpboundary\" [\""<< MtBool[vSharp_bound] <<"\"] \n";         
        //f << "  \"string displacementmap\" [\"none\"]\n";
        //f << "  \"float dmscale\" [\"0.0\"] \"float dmoffset\" [\" 0.0\"]\n";

        //--------------
        if ( !vplymesh )
        //--------------
        {
            f << "  \"string acceltype\" [\""<< MtAccel[vAccel] <<"\"] \"string tritype\" [\"wald\"] \n";//TODO
            f << "  \"integer triindices\" [\n" << vTris.GetAsciiString() << "\n ]";
            f << "  \"point P\" [\n" << vPoints.GetAsciiString() << "\n ]";
            if ( vSmooth_mesh && vNormals != L"" )
            {
                f << " \"normal N\" [\n" << vNormals.GetAsciiString() << "\n ]";
            }
            //--
            if ( vText && vUV != L"" )
            {
                f << " \"float uv\" [\n" << vUV.GetAsciiString() << "\n ]";   
            }
        }
Attachments
smooth_ply.png
portal_disable.png
Not PortalShape type...
portalshape.png
PortalShape enabled
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Re: New feature for LuXSI

Postby qbick » Sun Sep 18, 2011 1:30 pm

PLEASE implement ICE instances support with color attributes
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Re: New feature for LuXSI

Postby povmaniaco » Fri Jan 20, 2012 7:30 pm

Hey .. what if we work a little?
New feature for LuXSI; first node for lights .. lux_point_light.
Greetings..
lux_pointlight_node.png
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Re: New feature for LuXSI

Postby Lord Crc » Sat Jan 21, 2012 10:48 pm

Nodes! Really cool povmaniaco :D
May contain traces of nuts.
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