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xrtRendererxrtRenderer 01 Nov 2014 21:51
in discussion Technical / Discussion » XRT in Maya

Happy to see you back !

Unfortunately, I haven't had time to look into a 64 bit version of XRT.

by xrtRendererxrtRenderer, 01 Nov 2014 21:51
haggi (guest) 31 Oct 2014 09:51
in discussion Technical / Discussion » XRT in Maya

Hey,

just wanted to ask if there is a 64bit version meanwhile which could be implemented into maya?
For another renderer I already integrated OSL as a texture system what works quite good so far. And I will use it for the Appleseed integration so there is already a good OSL shader base.

by haggi (guest), 31 Oct 2014 09:51

Thanks for the nice words. I really made these posts for people like you looking for a crash course on Catmull-Clark subdivision surfaces. To answer your question, these boundary interpolation strategies are defined in the RenderMan specification for subdivision surfaces.

by xrtRendererxrtRenderer, 27 May 2014 21:58

Hello!

Thanks for this post and the previous one in this series, which treat the issues of creases and surface edges in a way I couldn't find elsewhere on the Internet. (Everywhere else I found reviewed the subdivision algorithms only for the interior of a mesh, which works fine for closed meshes only.) In fact, if I remember correctly, even Catmull and Clark's original paper doesn't discuss what to do at the boundaries of a mesh.

And so I'm wondering: Where did *you* get the information? Is your Google-fu is better than mine, or do you know the right journal article that I haven't yet seen? If you don't mind, please cite a source where I could go for further reading. Thank you again for posting!

-Nathan

by Nathan (guest), 27 May 2014 13:10

Err… I am checking right now the archive (which I got from here): it does contain a hand.mtl, a hand.ppm and 44 hand poses.

Thank for the reply, I downloaded again from the link, but there is still no mtl and textures file :(

They are available from "The Utah 3D Animation Repository" in this archive.

by xrtRendererxrtRenderer, 22 Sep 2013 20:58
Hong Minh Phuoc (guest) 22 Sep 2013 07:01
in discussion Technical / Support/Tutorials » Models using in XRT Renderer

Thank you for the reply. I just create an index buffer and vertex buffer after loading a 3d models (using Assimp) for rendering in DirectX 11. For linear interpolating vertices, I am not sure that all vertex orders are the same, and there are some problems with 3d models downloaded from "The Utah 3D Animation Repository" such as: ben, hand, and fairy forest. All modesl in obj format, I need to convert to X format with "Ben" model before rendering because there are some wholes if I load and render in obj format :(. Besides, "Hand" model does not have mtl file as well as textures.

Could you give me "Hand" model's mtl file and its textures, please?. Thank in advance.

by Hong Minh Phuoc (guest), 22 Sep 2013 07:01

I did very simple things: render each pose and make a movie out of the pictures. There is no motion blur.
To add motion blur would require to interpolate between two successive poses: with the models you downloaded, this is quite easy because each pose contains the same number of vertices in the same order. You just have to perform linear interpolation between vertices. This is called deformation blur and is not supported by XRT.

Models using in XRT Renderer
Hong Minh Phuoc (guest) 20 Sep 2013 14:51
in discussion Technical / Support/Tutorials » Models using in XRT Renderer

XRT Renderer is great for researchers, I am also researching about motion blur, so I have downloaded some models such as: ben, hand. However, they are in "obj" format and it does not contain any animation information. I just want to ask you that how you can create animation from those models, which just have many poses like ben_00.obj, ben_01.obj

Thank in advance.

Models using in XRT Renderer by Hong Minh Phuoc (guest), 20 Sep 2013 14:51
Re: Gelato
xrtRendererxrtRenderer 19 Sep 2013 16:44
in discussion Technical / Discussion » Gelato

Yes, it is based on the public Gelato API but not on the Gelato source code to which I do not have access. Since then, I have made a few (documented) additions to the spec in order to supoort some RenderMan features. And just in case you wonder, my renderer is purely CPU based.

Re: Gelato by xrtRendererxrtRenderer, 19 Sep 2013 16:44
Gelato
haggihaggi 19 Sep 2013 12:30
in discussion Technical / Discussion » Gelato

I could read that XRT implements the Gelato API. Does that mean that it is based on the old Gelato code from Larry Gritz?

Gelato by haggihaggi, 19 Sep 2013 12:30
Re: XRT in Maya
haggihaggi 15 Aug 2013 20:37
in discussion Technical / Discussion » XRT in Maya

I know exactly what you mean concernig developing. Being not a professional programmer, my code is often a mess.

Just let me know if you have something for 64bit. You can reach me always at haggi_at_haggi_de

Re: XRT in Maya by haggihaggi, 15 Aug 2013 20:37
Re: XRT in Maya
xrtRendererxrtRenderer 13 Aug 2013 16:14
in discussion Technical / Discussion » XRT in Maya

Thanks but I am not ready for social coding. The issue is not only porting to a specific target but also maintaining the code base for this target. Being the only developper, I feel free to perform frequent and extensive changes, often breaking binary compatibility and I like this freedom.

Anyway, l have taken a closer look to the problem. The good news is that there is a way to perform 64 bit development with VS 2010 Express (using Windows SDK) and that VS 2012 Express has builtin support for developing 64-bit applications. So, it's just a matter of time …

Re: XRT in Maya by xrtRendererxrtRenderer, 13 Aug 2013 16:14
Re: XRT in Maya
haggihaggi 10 Aug 2013 15:20
in discussion Technical / Discussion » XRT in Maya

That's bad. Maybe I can help trying to port it to 64bit?

Re: XRT in Maya by haggihaggi, 10 Aug 2013 15:20
Re: XRT in Maya
xrtRendererxrtRenderer 08 Aug 2013 07:37
in discussion Technical / Discussion » XRT in Maya

I completly forgot to ask: I XRT available in a 64bit version? Until now I only created plugins for 64bit systems, I even don't have a 32bit maya installed.

Unfortunately, no (or not yet). I am relying on Visual Studio Express 2010 which supports only 32 bit targets. At work, I have access to the Pro version but, *cough*, this is work …

This is not to say it will never happen but it is not high on my TODO list.

Re: XRT in Maya by xrtRendererxrtRenderer, 08 Aug 2013 07:37
Re: XRT in Maya
haggihaggi 07 Aug 2013 21:27
in discussion Technical / Discussion » XRT in Maya

I completly forgot to ask: I XRT available in a 64bit version? Until now I only created plugins for 64bit systems, I even don't have a 32bit maya installed.

Re: XRT in Maya by haggihaggi, 07 Aug 2013 21:27
Re: XRT in Maya
haggihaggi 04 Aug 2013 21:37
in discussion Technical / Discussion » XRT in Maya

Oh great! I'll have a look at OIIO and will try to start an implementation. It will take some time because I cannot start before september, but it's great to have a renderer which supports the renderman shading laguage. I've done a lot of shader compilation work for mayaToMantra and it worked more or less. Now I have a reason to improve it.

Re: XRT in Maya by haggihaggi, 04 Aug 2013 21:37
Re: XRT in Maya
xrtRendererxrtRenderer 04 Aug 2013 19:58
in discussion Technical / Discussion » XRT in Maya

Hi,

I'm builiding renderer interfaces for autodesk maya in my spare free time. I just discovered XRT and it seems to be a quite complete package which is worth a try. I had a quick look at the source documentation, really great! But I still have some questions:

- is there an interest for such an implementation into maya at all?

Thanks for the kind words. Of course, I would be interested into a Maya interface (as well as a Blender one).

- is there a method to interrupt a render process?

Other than killing the process itself, no.

- how can I display images during rendering, in other renderers this is done by creating a callback which is called after an interactive step or bucket is done. Are there such functionalities built in?

Yes. XRT is using OIIO for image output plugins. Most of the plugins come straight from OIIO distribution. I have added an interactive one which opens a window and displays buckets as soon as they are completed. I suggest that you look into OpenImageIO PDF document (supplied with the XRT distribution) to check whether a Maya plugin is doable.

Re: XRT in Maya by xrtRendererxrtRenderer, 04 Aug 2013 19:58
Re: XRT in Maya
xrtRendererxrtRenderer 04 Aug 2013 19:33
in discussion Technical / Discussion » XRT in Maya

Unfortunately not but it's entirely my fault. There was a bug in my forum setup which I never noticed before (there is not much traffic, you see). It's working OK now.

Re: XRT in Maya by xrtRendererxrtRenderer, 04 Aug 2013 19:33
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