JDHill wrote:Thanks for pointing that out polynurb - about eight lines of code changed in strategic places, and we can now (next version, of course) use these textures in the material editor and the Rhino viewport too. Cheers!
that sounds good... thinking about it now.. it would be great if the adjustments made in the color control box colud be displayed in viewport too. I like that feature, but it is tricky because you only see the changes in the little texture preview window. Here i sometimes struggle to get an image of the whole texture (eg. tiling below 1). A button to view 1:1 pixel could be very helpful.. also for adjusting.
a little thing on the side.. thanks to my multi monitor system that color control window always pops up first on the primary viewport screen.. when i hit the slider icon again it appears next to the material window (where it should be).
Now i know you don't have a second screen for testing but maybe you know a way to always show the window on the screen where the cursor is on?
i spent a lot of time with texturing in rhino lately as i had a complex exterior landscape where i had to use displacements and instancing for clipmapped plants. in the end the scene took about 4-5 min to load depending on the number of (textured)viewoprts .. fair enough.. all textures together were about 500mb so may take it's time. The annoying part was that a scene which rendered fine, when saved and reopened without modification, would contain meshing errors and did't export
I tried it with restoring viewport materials... which eventually worked, but took about forever (~20min) and memory consumption was like that:
didn't even know a 32 bit process (running on x64) can take up so much ram.. it did throw exceptions as well here and there maxing the ram out...
after that .. i went to isolate the troublesome geometry by hand, as the log viewer did not state what object the problem was or what it was related to....
Hence the "maxwell geometry check" command did not find errors either no bad objects..ect.
I will get you a screenshot next time i get it, but it really only says like "...export cancled due to meshing errors..."
now i found two groups of objects where i needed to run "refresh shade" to fix the error; they all had projectors with the rigth channels for the assigned materials so i still don't get it... the downside is that refreshshade messes up the texture projection until you click on a different texture in the material editor.
my suggestion now would be to enable "restoring viewport materials" for a single material only; to avoid system stalls and save time.
..coming back to the texture loading time, i have a not so little wish:
a tool to control global texture quality, like:
level 0 = no resize/compression
level 1 = all assigned textures internally converted upon load into jpg format 90%, no resize. (rgb and/or greyscale option)
level 2 = all converted to 90% jpg and resized to 50%
level 3 = 75% jpg resized to 1024
level 4 = custom control
..the great help would be that also viewport manipulation/resizing/loading would be much faster, and then for the final render, just switch back to level 0...
after all i should mention that the progress of the plug in has been great and you are about to add stuff faster than i can adapt to it
...keep the versions coming
:p