Lee04
05-03-2006 11:19:11
Hi
I use OFusion/3DSMaax8 SP2 with new extension Power booleans which is standard issue know with 3dsmax8.
My idea was to use it to make levels really fast using the new 3dsmax Ogre material with shaders and all.
Just stapping out corridors, rooms etc using the snapp feature and reusable gemoetry with the ogre materials applied.
But I get this really strange output in Ofusion view port in 3DSMax which looks like the exporter dosn't handle which polys should get which UVs Ogre sub materials..
See attached 3dsmax8 file textures included to give you the idea how the result should look like.
I get export problems faces getting the wrong material / part of texture.
Download 3dsmax8 file from
http://www.abcmedia.se/OfusionResult.zip
I have tested with the new version 02/3 2006
It seams like the resulting mesh that was made by two objects with two
different Ogre materials confuses the export compiler somewhat.
Cheers
Lee04
Lioric
06-03-2006 15:47:11
Could you post an image of the incorrect result you are producing
I loaded the file and nothing seems to be wrong, except that you are using the same name for different objects, you should never use duplicate names
The texture coords seems to be right
Can you provide more information on what is the issue?
Lee04
07-03-2006 06:15:46
Hi
My result with the 3dsmax Ogre materials used on all cubes...
http://www.abcmedia.se/ofusion.jpg
As you can see I still have this strange bugg.
Should I try any of the hotfixes?
Lee04
Lee04
08-03-2006 18:44:25
Hi
The results your image is wrong as well...
The result should be one of boolean subtraction material wise as well...
according to the manual and my non ofusion tests in 3dsmax. Which this image illustrate.
http://www.abcmedia.se/correctbool.jpg
Lioric
08-03-2006 21:22:37
The results in my image are the same uvs and textures of the max objects
Probably the boolean process was made different
I will do some tests with the powerBooleans demo, hope its not too demo-restricted to work with
Did you reseted the XForm of the resulting object after the boolean process?
Lee04
09-03-2006 08:06:45
Yes I tried the reset xform on the resulting mesh before appling Ofusion view port, no change.
Have you seen that the sides of the cutting cube (the small one) into the big one have different results on different sides? Some haave the sides from the big cube and some sides are from the small cube and the big cubes sides have also been mixed the same way. If you turn the resulting mesh a round from the view you have know you see this.
http://www.abcmedia.se/switching.jpg
(why can't I successfully inline an image like every one else? it just ends up like)
You should try the 3dsmax8 subscription version of the Powebooleans.
They was just released as a new part included with 3dsmax8 for subscribers and will most probably be included in 3dsmax9.
It's a free download for 3dsmax8 subscribers at autodesk.
The bugg can be that power booleans can't operate on objects with Ofusion 3dsmax Ogre material applied, due to some features the material implementation lacks. Or maybe they are totally incompatible.
Or Ofusion can't export a mesh with a material that has multi Ogre materials applied to the same mesh.
* What I did wad created to boxes, uv mapped them, applied two different textures (maybe I should try using one atlas texture??) one for each cube.
* I made sure the textures had two distinctive looks
* Selected the big one once the small cube intersected the large one a bit.
* Applied compound objects->powerbooleans
* Used substract
* picked the small cube for the subtraction.
* Updated the view (exported) to the Ofusion view port.
Lee04
13-03-2006 14:31:21
Hi
I really would like to get this working.
It would be so nice.
In the mean time I am looking for workarounds.
One idea I am working on is to use 3dsmax multi sub material and then have a custom 3dsmax script that replaces all the 3dsmax materials on each polygon to the correct Ogre material using a table after power booleans is applied.
This way it could work. Just an extra step.
I need to know how 3dsmax names each material/sub material and how the names for the different ogre materials are named. And figure out how to turn this into a material changing script in 3DSMax.
But really do I need too is my question? Or is a fix on the horizon?
Cheers
Lee04
Lioric
13-03-2006 17:06:49
I have not had the time to work on this, but i will try to find some time
I dont have a yearly suscription with Autodesk so i have to work with the pBool demo
But all of steps you metion as a workaround dont seem to be necesary, pBool should create a trimesh and use material id for the subsection materials, so i think that this is more of a modeling process issue than a support of pBool issue
Lee04
13-03-2006 17:17:22
Hi
It will be interesting to see what you will find.
Thanx
Lee04