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Re: Odema 2 released

Posted: Sun Mar 29, 2009 1:39 am
by Christian Walther
Side note - I seem to remember that there was a bug with that in that it would neglect to apply the object's transform and use the local object coordinates for the center of the environment map. Have to check again. (Plus using the center of the first object to use the material struck me as somewhat fragile when the material is used on several objects, if the export order ever changes, but I didn't spend any time on finding a better solution.)

Re: Odema 2 released

Posted: Sun Mar 29, 2009 4:46 am
by Jojon
Nadnerb wrote:To make the plugin export a dynamic envmap, simply create a material with an envmap texture layer, and leave it at "static" instead of switching it to "load" and assigning a texture image. This will create a dynamic envmap which will render from the object center.


Aah, that simple - I was expecting page editor work... :)
I'll try to keep CW's note in mind, too.

Re: Odema 2 released

Posted: Sun Mar 29, 2009 8:20 am
by Christian Walther
I remembered right. The bug only manifests itself with objects that have parents, ipos, or tracking though. A fix is in http://svn.guildofwriters.com/pyprp/contrib/CWalther/stable/src/prp_MatClasses.py r385 (will add it to my list and merge to the trunk together with all the rest, unless someone merges it before).

Re: Odema 2 released

Posted: Thu Apr 02, 2009 3:58 pm
by Perlenstern
After talking with some other people I heard that it could be that there is something wrong....or not so good.... with the transparent textures. I heard that every transparent texture must have a own setting.
I don't know how much of them you used, but perhaps that hint could help you in your age and if it is not to much work you can fix the problems.

The Perlenstern

Re: Odema 2 released

Posted: Thu Apr 02, 2009 4:20 pm
by ddb174
I was just talking to Perle, and apparently someone else had this problem, and the transparent textures have some setting (but we can't remember which) that must be different for each one.

I imagine it's something that Uru thrashes on because the values are degenerate, which is why it chews up all the cycles for some people, causing flickering and crashes.

Re: Odema 2 released

Posted: Thu Apr 02, 2009 4:56 pm
by Perlenstern
So we remembered something. For every transparent texture the Z Offs ( see in picture) must have another number. Not two transparent textures the same. But we don't remember wih sequence they must have.
Hope that will help you.

ZOFFS.jpg
ZOFFS.jpg (9.58 KiB) Viewed 3382 times


The Perlenstern

Re: Odema 2 released

Posted: Thu Apr 02, 2009 6:04 pm
by Paradox
Perlenstern wrote:So we remembered something. For every transparent texture the Z Offs ( see in picture) must have another number. Not two transparent textures the same. But we don't remember wih sequence they must have.
Hope that will help you.

ZOFFS.jpg


The Perlenstern


This is not true with the 1.5 release of PyPRP. If the ZOffs is larger than 0, it sets a flag in the layer when exported. It doesn't matter how much larger it is, but if it's larger than 0 the flag is set.

Re: Odema 2 released

Posted: Thu Apr 02, 2009 6:20 pm
by Perlenstern
Ok Thank you for that information and sorry for my ignorance.

The Perlenstern

Re: Odema 2 released

Posted: Fri Apr 03, 2009 1:34 am
by boblishman
Don't apologise ... there is currently nothing in the wiki about PassIndex (other than a request for a tutorial) ... (and indeed, there never was any update to tutorials that reference z-offs which became outdated with the release of v1.5.0 ...)

indeed, the "news" about the change is burried in THIS thead

... hopefully, with the impending release of the new plugin version (1.60 ?), there may be some clear instructions on exactly how we are supposed to use this (together with ZTrans) ... this is the one feature that seems to have caused the most confusion since the release of 1.5.0 ...