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keegan3d
Joined: 10 Feb 2006 Posts: 19
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Posted: Sat Feb 11, 2006 6:28 pm Post subject: TOXSI (xsi2toxic) |
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Greetings all,
I am working on an XSI to Toxic exporter.
Current progress:
Implicit objects translated to toxic native objects.
-grid = square
-cude = cude
-sphere = sphere
Exporting of obj files
-all visable polygon models are exported and added to the xml.
Next Steps:
-Export shaders and thier settings.
-Localizing textures.
-Creating the toxic settings xml.
XSI Bot
*Note the bot material was hard coded into the xml and the texture was manually copied for these images _________________ $i++
www.keegan3d.com
Last edited by keegan3d on Fri Feb 24, 2006 2:04 am; edited 5 times in total |
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keegan3d
Joined: 10 Feb 2006 Posts: 19
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Posted: Tue Feb 14, 2006 1:28 am Post subject: Gun |
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 _________________ $i++
www.keegan3d.com
Last edited by keegan3d on Fri Feb 24, 2006 2:04 am; edited 1 time in total |
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jperret Site Admin
Joined: 23 Jun 2004 Posts: 63 Location: Paris, France
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Posted: Wed Feb 15, 2006 9:22 am Post subject: |
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Thank you keegan, these pictures look amazing !
Please keep it up ! _________________ Cheers,
--Jonathan |
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keegan3d
Joined: 10 Feb 2006 Posts: 19
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Posted: Tue Feb 21, 2006 1:29 am Post subject: Material & Texture Export |
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Hey All,
Got materials and textures out of XSI for Toxic.

The diffuse value of a shader is translated to a Reflectance material. The ambient value is translated to RadiantExitance and enables EDF. If an image is in the diffuse port of a shader it is localized and sourced in the scene XML.
Next Steps:
-Export lights
-Property panel for mesh options: rebuildnormals, smoothingthresholdangle,...
-Toxic property panel to export settings to the settings file.
-Translation of BDF _________________ $i++
www.keegan3d.com
Last edited by keegan3d on Fri Feb 24, 2006 2:05 am; edited 1 time in total |
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keegan3d
Joined: 10 Feb 2006 Posts: 19
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Posted: Wed Feb 22, 2006 4:29 am Post subject: let there be light |
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New features:
-Translation of point lights, shadows and intensity
-Translation of scene ambiance to ambientillum
-Translation of camera fov and aspect ratio
-If reflections are enabled on a shader BDF is enabled
Sorry I will post a picture soon
Next Steps:
-Property panel for mesh options: rebuildnormals, smoothingthresholdangle,...
-Toxic property panel to export settings to the settings file.
-Instancing(supported by using the same obj but changing the matrix) _________________ $i++
www.keegan3d.com |
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keegan3d
Joined: 10 Feb 2006 Posts: 19
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Posted: Thu Feb 23, 2006 3:09 am Post subject: color wave |
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As promised here are some images featuring BDF
New Feature
-Export the camera used in the current pass _________________ $i++
www.keegan3d.com |
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keegan3d
Joined: 10 Feb 2006 Posts: 19
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Posted: Sun Feb 26, 2006 12:27 pm Post subject: Instancing |
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Got instancing working.
Model from a library
2 hours 33 minutes
Only ONE hummer model is exported. The instance masters are found and the new matrix is dumped into the xml.
Example:
| Code: | <Object type="mesh">
<Parameter name="surfaceshader" value="Material2" />
<Parameter name="href" value="hummer.hummer.obj" />
<Transform>
<Matrix4>1 0 0 -10 0 1 0 -0.047229754548659075 0 0 1 0 0 0 0 1</Matrix4>
</Transform>
</Object>
<Object type="mesh">
<Parameter name="surfaceshader" value="Material2" />
<Parameter name="href" value="hummer.hummer.obj" />
<Transform>
<Matrix4>1 0 0 -20 0 1 0 -0.047229754548659075 0 0 1 0 0 0 0 1</Matrix4>
</Transform>
</Object>
<Object type="mesh">
<Parameter name="surfaceshader" value="Material2" />
<Parameter name="href" value="hummer.hummer.obj" />
<Transform>
<Matrix4>1 0 0 -10 0 1 0 -0.047229754548659075 0 0 1 15 0 0 0 1</Matrix4>
</Transform>
</Object> |
_________________ $i++
www.keegan3d.com |
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