Hi,
I'm currently trying to understand the structure of the vrmesh format but got stuck at the point querying channel 0 ID. The value I'm getting back ( 65536) has no particular meaning to me but it keeps occurring in a few examples I've tested so far. Could somebody please explain how should I match the value with one of predefined channel number IDs.
As a testing case I started with the cube.vrmesh example:
http://spot3d.com/vray/help/maya/sdk....html#examples
A similar problem shows up with consecutive fields "dependency channel ID" (17) and the "flags" (12). My impression with the latter is that I need to decompose the value into a binary form and read each bit field independently. This is a blind guess though and I might be totally wrong here, so could someone verify this please?
Since I don't know what the flags are I can not verify if I am dealing with compressed data or not. This stops me from moving on to the next channel in order to check what ID value it will return.
I would much appreciate any hints..
And a few related questions...
1.It looks like render voxel (exported from Maya) stores by default 7 channels in total, in what order the channel appears?
2.Does Maya by default outputs compressed vraymesh files? If so, is there any way to set it off.
3.How can I tell from the voxel table, if I have moved from frame 0 to frame 1
Thank you,
Kuba
I'm currently trying to understand the structure of the vrmesh format but got stuck at the point querying channel 0 ID. The value I'm getting back ( 65536) has no particular meaning to me but it keeps occurring in a few examples I've tested so far. Could somebody please explain how should I match the value with one of predefined channel number IDs.
As a testing case I started with the cube.vrmesh example:
http://spot3d.com/vray/help/maya/sdk....html#examples
A similar problem shows up with consecutive fields "dependency channel ID" (17) and the "flags" (12). My impression with the latter is that I need to decompose the value into a binary form and read each bit field independently. This is a blind guess though and I might be totally wrong here, so could someone verify this please?
Since I don't know what the flags are I can not verify if I am dealing with compressed data or not. This stops me from moving on to the next channel in order to check what ID value it will return.
I would much appreciate any hints..
And a few related questions...
1.It looks like render voxel (exported from Maya) stores by default 7 channels in total, in what order the channel appears?
2.Does Maya by default outputs compressed vraymesh files? If so, is there any way to set it off.
3.How can I tell from the voxel table, if I have moved from frame 0 to frame 1
Thank you,
Kuba
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