Author Topic: Export Geo Type + Auto Coversion between node connection class  (Read 214 times)

singhs.apps

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Hello

Export Geo :

It would be nice if the terrain export node has a few features that seem to be missing at present.
1: Export to OBJ and Alembic.
2: Export Undisplaced Mesh ( essentially it sends an undeformed tesselated quad mesh without displacement)
3: Bridge for various apps?
- Maya, Modo, Houdini, Clarisse etc ( including auto setup pf the shaders with the default renderer )

Auto Conversion of nodes
example: If the user wants to plug in a color ramp to the color output node, IT can just auto insert a color ramp to color map node in between.
Similar feature conversion for other input types.

Thanks
« Last Edit: February 13, 2019, 05:25:21 PM by singhs.apps »

Alexis Vaisse

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Hi,

Thanks a lot for your feedback.

1. Export to OBJ and Alembic

Definitely. This is in our roadmap.

2. Export undisplaced mesh

You can do it easily with a 'Constant elevation' terrain node and an 'Export mesh' node (see screenshot).

3. Bridges

OK. We need to check what we can do.

4. Auto conversion of nodes

That's a good idea. We'll add it to our backlog.
Thanks.

singhs.apps

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Just got the 1.5 update and upgraded to the unlimited version ( you already implemented the unlimited feature that I was going to ask for... so thanks for that )

Also, one more request: Dockable Property window.

Alexis Vaisse

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Thanks.

We're currently working on the dockable property window. If we finish in time, it will be in the next release.

Here is an update on some features:

Export: OBJ is supported in version 1.5. Alembic will come later.

Auto conversion of nodes: we've done a prototype to automatically insert some conversion nodes. We now need to implement the feature properly.

A big feature we're currently working on is the possibility to work with large color maps (unlimited color map size compared to the 2K x 2K maximum size we currently have), because we had a lot of requests for this feature.
Our goal is for you to get the same performance when working on color maps or on terrains with color maps than the performance you already have on terrains alone.