Digital humans the art of the digital double
Ever wanted to know how digital doubles are created in the movie industry? This course will give you an insight into how it's done.
# 181 08-11-2006 , 02:40 PM
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interesting. have you tried just making a scene (for testing) from scratch, and just rendering it in all lambert 1? It may be a meshlight problem, since meshlights need to be last (my bug, can't solve it :headbang: )


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# 182 08-11-2006 , 05:09 PM
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i tried one from scratch and it worked, but now i get an error report when i try to open the exe so im gonna have to play around with it a bit.


scene file path: 'testscenes\indigoxmlscene.xml'
Using working directory path 'testscenes'.
created world.
Loading Scene 'testscenes\indigoxmlscene.xml'...
Using Reinhard tone mapping with pre_scale=2.000000, post_scale=1.000000, burn=0.800000
Camera: white balance = E, using CIE XYZ chromacity (0.333333, 0.333333)
simple3d mesh vert mem used: 384B (8 verts)
simple3d mesh tri mem used: 288B (12 tris)
Couldn't find matching cached tree file, rebuilding tree...
-----------TriTree::build()-------------
12 tris.
temp tris mem usage: 432B
intersect_tris mem usage: 576B
calcing root AABB.
max tree depth: 9
reserving N nodes: 12(96B)
leafgeom reserved: 48(192B)
tri_boxes mem usage: 384B
total nodes used: 15 (120B)
total leafgeom size: 48 (192B)
finished building tree.
Saving tree to 'tree_cache/3980675058.tre'...
Done.
simple3d mesh vert mem used: 17.906KB (382 verts)
simple3d mesh tri mem used: 17.813KB (760 tris)
Couldn't find matching cached tree file, rebuilding tree...
-----------TriTree::build()-------------
760 tris.
temp tris mem usage: 26.719KB
intersect_tris mem usage: 35.625KB
calcing root AABB.
max tree depth: 21
reserving N nodes: 760(5.938KB)
leafgeom reserved: 3040(11.875KB)
tri_boxes mem usage: 23.750KB
total nodes used: 4275 (33.398KB)
total leafgeom size: 3888 (15.188KB)
finished building tree.
Saving tree to 'tree_cache/383288770.tre'...
Done.
-----------ObjectTree::build()-------------
3 objects.
calcing root AABB.
AABB: (-1.233972, -1.233972, -1.000000), (1.233972, 1.233972, 1.000000)
max tree depth: 5
reserving N nodes: 3(24B)
total nodes used: 11 (88B)
total leafgeom size: 11 (44B)
finished building tree.
Finished initialisation
RendererSettings::getInstance().bidirectional: 1
RendererSettings::getInstance().metropolis: 1
Starting threads... (num threads: 1)
Starting thread...(RNG seed=1163395361)
doing initial warmup...


First year 3D Grad

Last edited by Turbo Dan; 08-11-2006 at 05:15 PM.
# 183 09-11-2006 , 03:04 AM
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Delete All History! user added image
You get that error if you don't user added image

I will make it do that automaticly right now! user added image
EDIT: Semi Automatic

Matt, I have never had that problem... with the meshlight...


Last edited by arneoog; 09-11-2006 at 06:16 AM.
# 184 09-11-2006 , 06:13 AM
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Originally posted by Turbo Dan
i tried one from scratch and it worked, but now i get an error report when i try to open the exe so im gonna have to play around with it a bit.


scene file path: 'testscenes\indigoxmlscene.xml'...

...Starting threads... (num threads: 1)
Starting thread...(RNG seed=1163395361)
doing initial warmup...

if it just stops there, you probably don't have a light. try making a light and then re-trying user added image


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# 185 27-11-2006 , 10:30 PM
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Maya To Indigo v0.6.2 (0.6)

Here it is, v0.6.2! 8)

Download Here

Change Log

New Functions:
- Made an new control for Mesh lights and Physical Sun
- Faster and better XML mesh generator (by Shawn L)
- Super small changes to the UI
- The Object Editor is made
- Support for specular materials
- Made a example scene for new users
- Also a little new automatic "namer" and "pather" in the save section

Not Working Functions:
- Material Editor
- Render Scene from Maya (may work)
- Rectangle Light
- The Edit Menu



Help File (Read Me)

# 186 16-06-2008 , 05:29 PM
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Thet link is teh deadorzuser added image


Environment Artist @ Plastic Piranha
www.joopson.com
# 187 19-06-2008 , 09:10 AM
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So is this project.

user added image


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