Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 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...


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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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