A quick heads up here…
SME alpha 0.14 is now available from here
http://www.ibmr.net/sme/download/
There are a lot of improovements in this build with its support for Mental Ray in Max6. There are still some caveats with it i.e. Can’t currently save MR shaders or render them in the Schematic view, but you can now chain together some pretty sophisticated shaders. Anyway, try it out and give us any feeback you have at…
http://www.ibmr.net/sme/forum/
I’ll let Marsel fill you in on the other details…
"Greetings !
I’ve just uploaded the new SME version to our website (http://www.ibmr.net/sme/)
This new version has many things changed and fixed. For an overview of the
changes, read below.
Please give it a try and let us know what you think at out forum
(http://www.ibmr.net/sme/forum/) Though there are still known bugs and issues,
many of the previous ones should be fixed or at least be at some stage of being
fixed.
Chris Thomas has worked the UI and scripted .rdefs for a lot of new materials
and maps, so working with them should be more comfortable and intuitive. Sergio
Muciño and Matt Clementson have also contributed to .rdef creation by helping us
with Mental Ray and finalRender files.
I’ve been trying to debug SME as much as possible. There are still bugs that I
cannot resolve but time will solve them. I’ve also been adding many scripted
interface access functions to allow more customization for both internal and
external parts of SME.
Here are excerpts from my log of progress since the last release in
chronological order:
-
New node design implemented including new node structure and optional
anti-aliasing filters for wires. (Note: Because of box filtering for aa, the
refresh speeds could be up to 4x slower)
-
Tweaked some things like icon resizing based on name length
-
Some keyboard layout changed. Check out functionality of -[, =]. and
left-right keys.
-
New (sme.getholder 0).includePrivateMaps command, which allows the inclusion
of all maps (hidden and visible) into SME
-
…new file “interface.init”. This file will get called every time a blank
scene is opened. This way SME always puts up a fresh view when a scene is
opened. Feel free to add any other commands into this file.
-
Some small GUI fixes. Oh yeah, and no more scrollbars in palettes.
-
Alphabetical ordering in palettes
-
Including hidden maps should be fixed now
-
Minor GUI fixes
-
Fix in loading/saving algorithm (now should load maps in their corresponding
windows as they were saved)
-
The new tabsetup def file is changed to allow loading from multiple
directories. There is a comment in the code stating where you can add/remove
directory names from an array. The whole array is automatically traversed and
all directories are searched in. If the name contains illegal characters or is a
special case, the function just above that hadles them.
-SME node refreshing will now be disabled during rendering and then enabled
again after. This ensures that no funny business goes on in SME when the
renderer is updating materials before their evaluation.
-
…when in debug mode, right click on a node and select the dump tab info
option. This will print out the .def command for every param in the current tab
containing the type, and all the indices of the child. Should be handy for for
.def work.
-
Now SME doesn’t crash or give any reeval issues on opening the scene, saving
it, resetting it, or closing it.
-
…the “Dump tab data” option will now reevaluate the node, and use the
procedural TabMap to dump the info…
-
…fixed one crash, which was caused by the same material appearing in two
views…Now only the current (top) view will render the material, and all the
other views that have the material will cache it and render it only when they
become active.
-
…added a routine to allow SME display dynamic and static bitmaps in the
views. Static bitmaps basically mean that they will use the provided image in
.def file and will never change in SV.
-
I’ve also changed the debug command to have an optional parameter.
-
…fixed the tabsetup file, which had a couple of things wrong with it. Now it
will search for special cases in all directories without throwing any errors.
-
…fixed the .setIconSize command for the Holder interface.
-
…note this change of format:
Instead of using “.entryGroup #mat/tex”, we will now use “.entry
#mat_group/#tex_group”.
-
…changed the clipping rect for the text in palette titles so it fits in
exactly, and there’s no overlapping of text with the border.
-
…static icons should now appear in asset manager and in SV no matter how the
node is created in it. I’ve also fixed the nodes so by default they’re one image
long, and can be expanded to text size using side arrow keys.
-
I’ve cut down the size on the bottom of every palette by 30 pixels, so it now
should end right where the last item ends.
-
Changed wire display algorithm to make them bend based on the adaptive length
of in/out vectors.
-
One new change is the inclusion of material/texmap params from paramblock2’s
into the rollouts.
-
Also the controller nodes are now fully referenced by the anchor and can thus
be saved/loaded with the rest of the materials. This is just the first step into
implementing the unique controller nodes.
-
I have added the ability to include/exclute material/map params from
paramblocks in the rollouts. By default they will always be excluded. Some maps,
like Material to shader, for example require them as their function depends on
them.
-
…changed the format for entry optional params
-
…fixed the numerous crashes when using MR renderer.
Thanks a lot for your attention and participation.
Sincerely,
Marsel Khadiyev"
Cheers 
Chris Thomas