Re: Entorpy 3.1 Released by Chad Briggs on Nov 14, 2001 at 7:36:33 pm
My only beef with this (and it's only because I like Maya so much) is that lately a lot of the next gen render engines are pouring a TON of effort into making it seamless with MAX as opposed to a program like Maya. Dr. Larry Gritz and I talked about this on the newsgroups a bit, and his response was thats where the vaccume is. Products already exist for apps like Maya to get RIB files out for the render engine, but there are precious few such things for MAX. While I totally understand this, I would be nice to see the same efforts applied to Maya. With that said, how does one get files to the Exluna renderer? Can you use something like MayaMan to export the rib files and go, or do you have to tweak a lot of the RIB's by hand to get the new features in the rendering engine. Any comments on this Sean? -Chad
Re: Entorpy 3.1 Released by Sean Fennell on Nov 14, 2001 at 7:51:08 pm
mayaman works almost seamlessly. i have never had to edit an rib by hand using mayaman. And it does its best to convert preexisting maya networks to mayaman. Its a very good step in the right direction. It's production worthy, but still has some issues. I'm bet testing it right now and it definitely does a decent job.
As of mayaman 1.03 it supports all rendering and material attributes for prman, entropy, bmrt, and a few other renderman complient renderers. I have good results with prman and entropy though there are some workflow issues in how i build shader networks that have to be altered in order to get the images i want out of entropy or prman. But it does make the translation extremely easy. And archived ribs are a since through mayaman. I suggest reading up on the release notes and feature lists for mayaman.