Proof of concept: Maxtor


#61

hi,

with the new version I can’t get maxtor to work at all.
I get the following error, when opening max:

>> MAXScript Error initializing locals in macroscript:  Exception: -- Type error: Call needs function or class, got: undefined <<
  

quite a lot of times in listener

and this line is highlited:

local opts = maxToR_options()

I don’t really now that much maxscript, so I’m not sure what’s the problem.
Using Max9 32bit.

[b] edit: nevermind!, got it working :slight_smile:

not sure what was the problem, but I deleted the old maxtor folder from max root, and put it there again. Maybe some old file had stayed behind.[/b]


#62

Ofer once wrote a similar tool called RIBit.
it was a proof of concept RIB exporter for max written in max script.
You might find it useful.


#63

Any plans for a 64 bit version? ( I am making an assumption that it doesn`t work with Max9 64 bit, so please correct me if I am wrong.):slight_smile:

As for the name, what about 3DStoRM?
Edit: Forget that since that is already taken.


#64

sakaH, phew. Good to hear it works. :slight_smile:

yoni-cohen, I think I had a look at it years ago. Might have another look, thanks.

Veehoy, hmm. 64 bit version… Theoretically it should not be too difficult if I can compile a 64 bit version of my plugin from my 32 bit Visual Studio. Which I think can be done, just never got aroud to trying.


#65

Here’s a little something I’ve been working on: Implicit objects (Renderman Quadrics)

So far only the sphere. Now you can have perfectly smooth spheres with no hit on render time.


#66

Ok, new version released at the website.

 New features:
 
 - New "Post Transform" attribute on the RIBBox modifier.
 - All Helpers are now exported. This allows you to load ReadArchives and whatnot on non-renderable objects, using the new attribute on the ribbox modifier.
 - RiSphere support. You can now directly use and configure all settings on a Renderman implicit sphere, which means you can get perfectly smooth spheres with negligible export cost.
- New "Sides" option in the render globals. This let's you specify whether you want both sides, or only facing primitives rendered. This was previously always Sides = 1.

Let me know if you find any bugs.

Example of the post-transform:


#67

wow great job man, I’m impressed by your work on a short amount of time. congratulation. and good luck for the next


#68

Ok, I rewrote the geometry exporting routine from maxscript to C++, and guess what – I experienced at least a 4x speed improvement.


maxToR info: Mesh 'head' took 12390 ms (12.39 sec) -- maxscript version
maxToR info: Mesh 'head' took 3.234 sec -- C++ version

As you can see, the same (fairly heavy) head mesh went from 12 seconds, to 3.

I hope to release the update soon, just need to test it a bit more.


#69

After fixing a minor hiccup with the max 8 and less SDK, it is now released! Prepare for a huge speed boost :slight_smile:


#70

Great update!

One question about sub-d. Does it only work for primative only or does it work for everything. I tried setting my poly’s to render w/ sub-d and the results were not as expected. Isn’t sub-d kind of like a meshsmooth? I only work with max so I don’t know sub-d’s very well.

I just saw some of the vids for Rfm and CSG looks really cool. Any chance of that in maxtor? :smiley:

Keep up the good work, this thing is looking real sweet!


#71

Hi Baothebuff,

Yeah, Sub-d works for any mesh. What you were probably seeing is hard edges, am I correct? If that’s the case, then that’s caused by your smoothing groups. If you smooth them out, you won’t get any creases.

CSGs, I’ll have a look into it. Thanks for the suggestion.


#72

No, it wasn’t hard edges. It’s just that the mesh is “lumpy”. Like in your maxtor vids, how the sub-d box is not really smooth but kinda lumpy. I don’t know if that’s just how it works. And is there some other kind of sub-d scheme for renderman besides catmull-clark? I’m a renderman newbie. :slight_smile:


#73

Could you post an image? I want to see the effect you speak of, something doesn’t sound right.

EDIT: Nevermind, I think I see what you mean. I’m investigating the cause (to see whether it is my fault or not)

EDIT2: I found the cause, working on a solution. Thanks for reporting the issue :slight_smile:


#74

W00T! I re-wrote the geometry export routine yet again, this time exporting the meshes as proper polygon objects, instead of triangulated meshes. This has a number of advantages:

  • If you take a cube and flag it as a SDS, it now renders as a sphere, as expected.
  • Aqsis and (some) other renderers no longer have those nasty triangulation artefacts when rendering certain meshes like the teapot.
    EDIT: Sweet! As a nice little side-effect, my geometry export routine is now even faster than before! That same head mesh now exports in 2.4 seconds, as opposed to 3.2 :slight_smile:

It is now available at the website, along with an experimental 64 bit version! I compiled it, but haven’t tested it, as I don’t have access to WinXP x64 at the moment.


#75

Sweet! That’s why it was all weird, triangles. Thanks Alex, I’ll keep playing with it and give you some more feedback.

EDIT:
Request:
is it possible to make the Maxtor Window “stick”? I find it to be pretty annoying when I have to resize and move it out of the way every time I close it.


#76

Hi, hope you like it :slight_smile:

Request:
is it possible to make the Maxtor Window “stick”? I find it to be pretty annoying when I have to resize and move it out of the way every time I close it.

Possibly, I’ll have to look into it.

is there anyway to impliment raytraced shadows with the light export?

Should be doable, but will be renderer dependent. (Which is no problem, as I already have a lot of renderer dependent things)


#77

Ok, the first of your requests is implemented. The window now remembers its position and size.

The second (raytracing) is less trivial, and I’ll have to think about how to do it properly.

(BTW, Raytracing isn’t all that common when using renderman, and probably isn’t as fast as dedicated raytracers like Vray or mental ray. I’ll still probably implement it though).

Available at the usual place.


#78

OK, raytracing is in. Hasn’t been released yet, but I’ve implemented it. Will be released soon. Works with 3Delight and Pixie, and whoever else conforms to them.


#79

Ok, the new version has been released:

New features:

  • MaxToR_Raytrace modifier. Controls transmission settings. If you want this object to cast raytrace shadows, it needs this modifier.
  • Spot and Direct lights can now cast Raytraced shadows (for renderers that support them) by setting shadow type to either “Raytraced” or “Advanced Raytraced”.

For normal raytraced the only supported parameter is “Ray Bias”
For Advanced raytraced, “Shadow Spread” and “Shadow Bias” are supported.

All of these lights respect the “Shadow samples” setting in the MaxToR_LightMod modifier, along with exisiting parameters like Shadow Color, density, etc.


#80

Hi
Can you explain here maybe something step by step of intall Maxtor, have tried on Max9 and I can´t make it works.
Another thing, wouldnt be nice to add a version number to Maxtor, I mean to know what version we are downloading?
Thanks
Mariano.