ASE/Collada export problems with pureLIGHT trial
by Nicolas Esposito · in pureLIGHT · 09/02/2009 (5:19 pm) · 28 replies
Hi all,
I just downloaded the trial version of pureLIGHT and I'm having some problems with exporting the geometry with XSI.
I can actually export both .ASE and .DAE, but none of them seems to work.
For the .ASE I'm using the ActorX plugin, that is developed by Epic games for Gears of War modding, so when I try to export in .ASE preLIGHT just crash...I tried different export options, but nothing.
With Collada ( version 3.3 done via Crosswalk ) I can export the geometry, but I always got the same warning, that is "files contains no UV1 coordinates, defaulting to all 0's", and if I try to load it into pureLIGHT I got a "System.AccessviolationException: Attempt to read or write protected memory.This is often an indication that other memory is corrupt".
Regarding the UV coordinates I first tried with Unfold: same error.
I tried with traditional UV texturing: same problem.
I tried with both of them, since it seems that it doesn't recognize the UV map done as a UV1: nothing.
Is there a way to setup the UV coordinates in XSI as UV1?
Can someone help me with a proper export from XSI? I already tried most of the exporting options with Collada, but I always got the same result.
Thanks
I just downloaded the trial version of pureLIGHT and I'm having some problems with exporting the geometry with XSI.
I can actually export both .ASE and .DAE, but none of them seems to work.
For the .ASE I'm using the ActorX plugin, that is developed by Epic games for Gears of War modding, so when I try to export in .ASE preLIGHT just crash...I tried different export options, but nothing.
With Collada ( version 3.3 done via Crosswalk ) I can export the geometry, but I always got the same warning, that is "files contains no UV1 coordinates, defaulting to all 0's", and if I try to load it into pureLIGHT I got a "System.AccessviolationException: Attempt to read or write protected memory.This is often an indication that other memory is corrupt".
Regarding the UV coordinates I first tried with Unfold: same error.
I tried with traditional UV texturing: same problem.
I tried with both of them, since it seems that it doesn't recognize the UV map done as a UV1: nothing.
Is there a way to setup the UV coordinates in XSI as UV1?
Can someone help me with a proper export from XSI? I already tried most of the exporting options with Collada, but I always got the same result.
Thanks
About the author
Formerly a design engineer I'm developing a real-time visualization showroom that can be used in many business area....but still my secret dream is to make videogames!
#2
For exporting from XSI, the following settings should be set in the exporter:
For Collada:
Crosswalk File Type: Collada 1.4.1
Export Options: Verbose, Keep Reference Paths Relative
Exported Data: Selection Only, Materials, Image Clips, Used Materials and Image Clips Only
Exported Polygon Mesh Data: Polygon Meshes, Convert Meshes To Triangles
COLLADA: Turn off export XSI extra
For ActorX Ase:
-Turn on selection only
Also, for all exporting purposes, make sure you only have 1 mesh or 1 group of lights selected at a time.
I'm not sure why you were getting UV1 issues
We'll be releasing an updated build in the near future.
I would recommend using ASE files over Collada files if possible.
09/03/2009 (5:45 pm)
Thanks for sending in those meshes Nick. We've corrected the import issues with them.For exporting from XSI, the following settings should be set in the exporter:
For Collada:
Crosswalk File Type: Collada 1.4.1
Export Options: Verbose, Keep Reference Paths Relative
Exported Data: Selection Only, Materials, Image Clips, Used Materials and Image Clips Only
Exported Polygon Mesh Data: Polygon Meshes, Convert Meshes To Triangles
COLLADA: Turn off export XSI extra
For ActorX Ase:
-Turn on selection only
Also, for all exporting purposes, make sure you only have 1 mesh or 1 group of lights selected at a time.
I'm not sure why you were getting UV1 issues
We'll be releasing an updated build in the near future.
I would recommend using ASE files over Collada files if possible.
#3
Ok, here is the bad news, means that preLIGHT keep crashing.
I tried to export the Collada with the settings above, when loaded it crash, I tried to uncheck "convert mesh to triangles", it load the mesh, I have the "no UV1" warning, then crash.
I tried to export a light ( both infinite and spot ) as well, but I'm not able to because it says that is not geometry.
I tried to export the .ASE file, still the same problem as before, preLIGHT just crash.
Later I'll send you the files that I'm trying to convert, with all the settings and all the warnings.
Thanks for the support, I really hope that you can solve the problem, even because I would like to buy pureLIGHT at this price!
Thanks
Nicolas
09/04/2009 (3:45 am)
Hi, thanks for the fast reply first of all.Ok, here is the bad news, means that preLIGHT keep crashing.
I tried to export the Collada with the settings above, when loaded it crash, I tried to uncheck "convert mesh to triangles", it load the mesh, I have the "no UV1" warning, then crash.
I tried to export a light ( both infinite and spot ) as well, but I'm not able to because it says that is not geometry.
I tried to export the .ASE file, still the same problem as before, preLIGHT just crash.
Later I'll send you the files that I'm trying to convert, with all the settings and all the warnings.
Thanks for the support, I really hope that you can solve the problem, even because I would like to buy pureLIGHT at this price!
Thanks
Nicolas
#4
I'm using Blender and had nothing but crashes as you describe last night (it was very late though) with both ASE and DAE.
Also add another UV channel for the lightmap to go in on your mesh object before exporting it.
Follow this tut
www.youtube.com/user/pureLIGHTTech#play/user/A4242A3FF269A80C/0/EESbT4_ShnM
09/04/2009 (11:51 am)
@Nick, if you haven't already, try exporting a light in aswell - no light source = crash on convert.I'm using Blender and had nothing but crashes as you describe last night (it was very late though) with both ASE and DAE.
Also add another UV channel for the lightmap to go in on your mesh object before exporting it.
Follow this tut
www.youtube.com/user/pureLIGHTTech#play/user/A4242A3FF269A80C/0/EESbT4_ShnM
#5
@Steve - It should work just fine without a light source (your bake just won't be very interesting). If you could send us a sample of problematic meshes as well to support@purelighttech.com we can investigate what is going on there.
09/04/2009 (12:18 pm)
@Nick - Keep the convert mesh to triangles setting turned on. I have fixed the issues you were having with the meshes that you've sent in, we just need to get an updated build out into the wild.@Steve - It should work just fine without a light source (your bake just won't be very interesting). If you could send us a sample of problematic meshes as well to support@purelighttech.com we can investigate what is going on there.
#6
I'll send you an email soon with the data.
Thanks for the answer and the fast support.
09/04/2009 (1:05 pm)
Ok Thomas, gotcha, anyway I'll send you some test that I'm doing in order ( if possible ) to have the ability to export from XSI in .ASE and in .DAE.I'll send you an email soon with the data.
Thanks for the answer and the fast support.
#7
09/04/2009 (2:00 pm)
Works now in the development build :)
#8
@Nick
Obviously Blender's DAE exporter is not XSI, but I reckon "materials and material datablocks" is where you want to be looking. Are they all the same name or do you have conflicts? etc
09/04/2009 (2:20 pm)
Okay, I think the crashes (at least that I've been experiencing) are down to how I set up my materials prior to export. Having the material and material datablock the same name, stops crashes as does deleting the material and material datablock (or at least clearing it's name) also works, exporting with UVimage instead of material.@Nick
Obviously Blender's DAE exporter is not XSI, but I reckon "materials and material datablocks" is where you want to be looking. Are they all the same name or do you have conflicts? etc
#9
@Steve: Basically none of them work, or at least with the .ASE ( one UV ) is able to export the texture, but it crash when converts.
The .DAE has several options ( really, too many ), I tried different solutions but nothing...well, to be honest I even try to export my meshes into 3ds 2010, but as results I got that all my geometry is converted into dummy objects...no idea why...
Thomas said that in the release they're working on the format that I sent is working, so I just need to wait for the new release and I can finally start to work with pureLIGHT :)
09/04/2009 (2:21 pm)
Nice! hope to work with that soon!@Steve: Basically none of them work, or at least with the .ASE ( one UV ) is able to export the texture, but it crash when converts.
The .DAE has several options ( really, too many ), I tried different solutions but nothing...well, to be honest I even try to export my meshes into 3ds 2010, but as results I got that all my geometry is converted into dummy objects...no idea why...
Thomas said that in the release they're working on the format that I sent is working, so I just need to wait for the new release and I can finally start to work with pureLIGHT :)
#10
If you could send us a dae that crashes and then the same mesh with your material/exporter settings tweaked, that would help in narrowing down the problem alot.
09/04/2009 (2:32 pm)
@Steve - I've never managed to get the Blender collada exporter to work, it never ever seems to want to find Python, even though I install the version it wants. If you've found a set of exporter options that works, could you list them out for us (screenshot would be nice).If you could send us a dae that crashes and then the same mesh with your material/exporter settings tweaked, that would help in narrowing down the problem alot.
#11
Okeedoke, I've a couple of other settings to experiment with and then I'll email a report to PL support.
09/04/2009 (2:42 pm)
@ThomasOkeedoke, I've a couple of other settings to experiment with and then I'll email a report to PL support.
#12
I downloaded the trial version of 3ds 2010 to export my geometry from XSI to 3ds, but when I export the files in .ASE and import into pureLIGHT I always have the same error with the meshes: lightmaps too large ( larger than 4096x4096 ).
So I tried to export just a simple room with a cube inside and a target light: same error, lightmao too large...
I followed the import&export tutorial, but probably I'm doing something wrong...all myh meshes prefix are LMA, the light prefix is OL...and by the way when I try to load the scene into pureLIGHT I just have the light but no geometry ( due to the error I suppose ).
The export settings are the same of the tutorial...
Someone can help me please?
09/06/2009 (2:05 pm)
Hello guys,I downloaded the trial version of 3ds 2010 to export my geometry from XSI to 3ds, but when I export the files in .ASE and import into pureLIGHT I always have the same error with the meshes: lightmaps too large ( larger than 4096x4096 ).
So I tried to export just a simple room with a cube inside and a target light: same error, lightmao too large...
I followed the import&export tutorial, but probably I'm doing something wrong...all myh meshes prefix are LMA, the light prefix is OL...and by the way when I try to load the scene into pureLIGHT I just have the light but no geometry ( due to the error I suppose ).
The export settings are the same of the tutorial...
Someone can help me please?
#13
09/06/2009 (4:09 pm)
It sounds like your units and texels sizes might be the issue Nick. Can you post what you have these set to? The units would be in the scene info and the default texel size on import is set at the bottom of the preLIGHT window.
#14
Can't wait to try my scenes with pureLIGHT!!!
09/07/2009 (4:02 am)
Hi David, right now I really can't check the settings because I remove pureLIGHT and I'm waiting to install the full product, so when I'll have the key I'll start to deal with that, but I suppose that the problem is the unit, so I just need to play a bit with the settings to have a nice result.Can't wait to try my scenes with pureLIGHT!!!
#15
09/08/2009 (1:16 pm)
Thanks for sending in those meshes and the detailed report Steve. We've resolved the issues that you were having.
#17
09/08/2009 (4:04 pm)
Sometimes I get the same problem , but I've found that it is easily solved using LMM.
#18
Anyway I'm doing some tests, so far everything is really looking good with some few adjustments, even if I have to setup properly the indirect radius and stuff like that...anyway I think that I have some problems with the geometry...take a look at the picture
[IMG]http://img34.imageshack.us/img34/5383/70204051.jpg[/IMG]
The walls and the ceiling are two separate objects and the light tends to create this not so good looking "burn" on the angles...
Is there a way to avoid them without change the geometry or should I merge the two onjects together? this will help me even with future works...
09/08/2009 (7:30 pm)
Finally I was able to import my geometry properly with 3ds, too bad that my trial expires in 25 days!Anyway I'm doing some tests, so far everything is really looking good with some few adjustments, even if I have to setup properly the indirect radius and stuff like that...anyway I think that I have some problems with the geometry...take a look at the picture
[IMG]http://img34.imageshack.us/img34/5383/70204051.jpg[/IMG]
The walls and the ceiling are two separate objects and the light tends to create this not so good looking "burn" on the angles...
Is there a way to avoid them without change the geometry or should I merge the two onjects together? this will help me even with future works...
#19
Have a look in 3ds to make sure its completely tight and snug. Light rays are small enough that they will find even small gaps and small protrusions.
Barring that, have a look at chapter 16 in the documentation, it has some helpful tips on dealing with light bleeding.
09/08/2009 (8:04 pm)
@Nick3d - It looks to me, like the wall is sticking up a bit above the ceiling, and the light hitting those texels is bleeding on down into the room below. I think you'll probably have to change your geometry slightly to correct for this.Have a look in 3ds to make sure its completely tight and snug. Light rays are small enough that they will find even small gaps and small protrusions.
Barring that, have a look at chapter 16 in the documentation, it has some helpful tips on dealing with light bleeding.
#20
Ok, I exported some meshes from 3ds in .ASE and loaded into preLight, but I don't know how is possible when I open preLight and it shows me just a single mesh...if I start bake I just have one mesh baked, but if I check the list of the meshes all my objects are there, but I can't see them!
I tried to uninstall and reinstall pureLight, but the problem is always the same...strange thing is that like 30 minutes ago everything was working perfectly...the export options are the same...I have no idea what could be the problem!
EDIT: I noticed that all my meshes in the list have different names, but it seems that even if I exported the meshes separately they are all the same...I mean that I have 20 objects in the scene and if I try to select one or another objects they are all the same mesh, so I got 20 equal mesh...I wonder why, I exported exactly with the same options...
09/09/2009 (8:26 pm)
Wow, I'm having a really strange problem here!Ok, I exported some meshes from 3ds in .ASE and loaded into preLight, but I don't know how is possible when I open preLight and it shows me just a single mesh...if I start bake I just have one mesh baked, but if I check the list of the meshes all my objects are there, but I can't see them!
I tried to uninstall and reinstall pureLight, but the problem is always the same...strange thing is that like 30 minutes ago everything was working perfectly...the export options are the same...I have no idea what could be the problem!
EDIT: I noticed that all my meshes in the list have different names, but it seems that even if I exported the meshes separately they are all the same...I mean that I have 20 objects in the scene and if I try to select one or another objects they are all the same mesh, so I got 20 equal mesh...I wonder why, I exported exactly with the same options...
Torque 3D Owner Thomas Pittman