Hi Nick..
I'm about to implement 3ds geometry for max2indigo...
So far eveything works fine for me but it seems the material
does not get overwritten...could this be...
indigo states a warning about the matoverwrite but the material is still
the one in the 3ds...
here is a small test file...maybe i did some wrong...cause i'm unsure about
the overwrite about all those updates.. ;-)
http://rapidshare.de/files/22554005/Indigo_3dsexport.rar.html
here is the xml :
<?xml version="1.0" standalone=no>
<!--Exported from Max2Indigo-->
<scene>
<renderer_settings>
<width>640</width>
<height>480</height>
<metropolis>true</metropolis>
<large_mutation_prob>0.2</large_mutation_prob>
<max_change>0.025</max_change>
<russian_roulette_live_prob>0.7</russian_roulette_live_prob>
<max_depth>1000</max_depth>
<bidirectional>true</bidirectional>
<max_num_consec_rejections>100</max_num_consec_rejections>
<strata_width>10</strata_width>
<frame_upload_period>20</frame_upload_period>
<halt_time>-1</halt_time>
<logging>true</logging>
<image_save_period>20</image_save_period>
<save_tonemapped_exr>false</save_tonemapped_exr>
<save_untonemapped_exr>false</save_untonemapped_exr>
</renderer_settings>
<background>
<radiance>0.796079 0.87451 0.992157</radiance>
</background>
<camera>
<pos>0.892566 2.14325 1.00622</pos>
<up>0 0 1</up>
<forwards>-0.416942 -0.851749 -0.317305</forwards>
<aperture_radius>0.001358</aperture_radius>
<focus_distance>2.44294</focus_distance>
<aspect_ratio>1.33333</aspect_ratio>
<sensor_width>0.036</sensor_width>
<lens_sensor_dist>0.0434558</lens_sensor_dist>
<white_balance>D65</white_balance>
</camera>
<mesh>
<name>default</name>
<external>
<path>default.3ds</path>
</external>
</mesh>
<model>
<pos>0 0 0</pos>
<scale>0.01</scale>
<normal_smoothing>true</normal_smoothing>
<rotation>
<matrix>
1 0 0 0 1 0 0 0 1
</matrix>
</rotation>
<mesh_name>default</mesh_name>
</model>
<material>
<name>groundmat</name>
<diffuse>
<colour>0.8 0.8 0.8</colour>
</diffuse>
</material>
<material>
<name>07 - Default</name>
<specular>
<transparent>true</transparent>
<ior>1.5</ior>
<cauchy_b_coeff>0.0</cauchy_b_coeff>
<rgb_absorptivity>0.0537255 0.0109804 0.0823529</rgb_absorptivity>
</specular>
</material>
<plane>
<normal>0 0 1</normal>
<dist>0</dist>
<material_name>groundmat</material_name>
</plane>
</scene>
After all there is still the question how texturtures will be handled as
a uv_set is not specified as required by the material definition ...
cheers
u3dreal ;)