Where is the "oFusion Mode"---the ShaderFX--oFusio

hammerbchen

01-02-2008 02:15:33

Hi

When I watch the "ShaderFX_ogre.wmv" video tutorial from Lumonix website, I saw there is an option in Settings/Customize called "oFusion mode"


but I can't see that "oFusion mode" in my shaderFX


any idea?


Hammer Chen

Evak

01-02-2008 06:47:12

You have to have the pro version of ofusion, then the shaderFX bridge is avaliable in beta form. It's features are being released in stages for testing purposes and whats unlocked in the current version works really nicely.

hammerbchen

01-02-2008 06:49:35

Thank you for your quick reply

PDX

04-03-2008 03:33:02

I've got the pro version, but I'm not seeing a beta with ShaderFX support on my download page. Where's this beta located? A ShaderFX bridge is just what I need right now.

Lioric

04-03-2008 15:34:43

Open a support ticket with this and it will be provided in your account page immediately

PDX

04-03-2008 20:59:19

Lioric,

I've posted a ticket, thanks!

PDX

06-03-2008 18:36:25

Lioric,

I receive the updated version of oFusion, updated ShaderFX, and so far everything seems to work beautifully! Thanks so much for making this work with the ShaderFX guys. It's some powerful mojo.

To anyone who's curious, a note regarding the original post: in this version 2 of ShaderFX I have, there doesn't seem to be a checkbox for "oFusion mode." I'm guessing this was used in the early stages, but was phased out as things started working more seamlessly.

thepolo

09-03-2008 19:05:13

First, hello and sorry for my english.

In order to reduce the production time, we are very interested by the bridge option between ShaderFX and OFusion.
Indeed, it's very boring and time consuming to edit the shader scripts to allow the compatibilty with Ogre. And it seems that this 2 products together allow to have a direct pipeline from the artist view to the Ogre engine.
Please could you confim that ?

If yes, another doubt still exists :
You said that this fonctionnality is available in the version Pro of OFusion. But how to get this version !? I cannot find it at this link :
http://www.ofusiontechnologies.com/downloads.html
And the last version at this link was released on 2007/06.08 !!
Is the project still active ? We are wondering if the product lasts in the future.

Thanks.
Nico.

Evak

09-03-2008 23:01:07

You need Ofusion Pro which is updated quite often with hot fixes. Last full release was Jan 16, but there have been 2 or 3 hotfixes for various new features and the ShaderFX support. Last update was last Tuesday.

Ofusion costs, but you also get support that has a quick turnaround. I've requested a few custom features that were added and included in the Pro version before. Highly recommend ofusion pro if your working on anything commercial and your budget can stretch to include it.

thepolo

10-03-2008 07:07:19

Thanks Evak,
But :
1- if they are still working on OFusion, where can we see their releases notes ? I can't find any signs of the release Jan 16.

2- Do you think they will follow the next versions of 3DSMax ?

3- Where can I find the link to buy OFusion ?

The commercial presentation looks like an "end-of-life" product and i don't want to take a wrong way...

Evak

10-03-2008 08:19:04

The CE version and Pro version are seperate. When you buy pro you get a personalized support page containing the latest exporter, hotfixes, Pro Scene loader, and Pro serializer saving library. You can also post support tickets and have access to the knowledgebase.

In my experience, support has pretty quick turnaround, from a few hours to a week depending on complexity of the task and how much work is involved. The serializer was created on my request for use in our OSM based level editor and took a little longer.

So far I have been pleased, I am a part of small dev team of 3, where I am the only artist. So we only purchased one copy so far, but support has been good and when/if we expand I wouldn't hesitate to purchase more licenses. A lot of time has been saved with Ofusion.

I must say that it doesn't look like Ofusion is getting much attention if you just look at the public web page, the community edition hasn't been updated for some months, but Lioric has been working hard on Ofusion pro and supporting paying customers. I purchased Ofusion pro on faith over a year ago, and havent seen any drop in the quality of support.

To buy Ofusion you have to email the author through the website, or contact Lioric. He probably has his reasons for not publishing prices or having online purchasing.

Here's the release notes for some of the releases in the past few months.



Date: 03/04/2008


Release Notes:

Fixed camera FOV generation producing different values on specific machines at export time

Added support for shaderFX, DirectX and FX materials usage in Multi/Sub-Object materials

Contains the hotfixes:



(02/28/2008)

Added support for up to 32 Texture Unit slots in the Pass material

In fixed function (non shader materials) the number of usable textures is defined by the hardware

In shader based materials, the number of usable texture units is determined by the shader model used



(02/06/2008)

All of the hotfixes from the 1.8.x version are contained in this update, from 100 to 207

All current hotfixes are included (up to 308)

Fixed animation keyframe issues when using the Direct3D render system

Using the Direct3D render system will not affect the keyframes in any animation, and can be used in any machine as the default system

Shader Model 3 support is enabled (shaderFX and DirectX materials)

Fixed Texture path handling in shader materials (texture file paths are correctly handled)

Improved internal constant shader parameters process

Added Viewport support for "zoom Extents", "zoom Extents Selected", "zoom Extents All" and "zoom Extents All Selected", with hotkeys or command panel ui button

Improved "rotate around selected objects" in the viewport, multiple selected objects are correctly handled

Improved Orthographic viewport handling, when any orhtographic viewport is first selected, all the scene contents (or the currently selected objects) are centered to its extents in the viewport



Date: 12/2/2007

Release Notes:

Added complete max9 compatibility for the "Object Properties" dialog, based in dotNetControls

Contains the hotfixes:



(8/06/2007)

Added support for instanced objects in Static Geometry groups

Fixes selecting sky material in the scene with the preview viewport not active



(8/18/2007)

Fixed generation of tangent buffers on specific meshes with different polygon color values



Note: When painting objects using vertex colors, user is advised to paint it at the vertex level, not at the polygon level



(11/13/2007)

Fixed object based lods (manual lod) exporting incorrect level of detail mesh filenames inside the full resolution .mesh file



(11/27/2007)

Added support for custom normals, the Edit Normals modifier and any explicit defined vertex normals

thepolo

10-03-2008 10:45:25

Indeed, it seems to be more serious with those informations.
We are going to contact the author.

Thanks a lot !