I have just digged into alembic source but cannot find any information
on handless, so it seems at this time Alembic borrows most of
geometrical properties from Maya(i.e, handless is left-handed).
I think we also need to clarify how Alembic defines handness,
orientation, up vector and other geometrical properties for an
industry strength format.
--
Syoyo
A few things which have come in discussions before:
1) Alembic is "right-handed"
2) Polygon winding order is counter-clockwise (matches RenderMan,
opposite of Maya)
3) Y is up
-stevel
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Francois -
Ah, I have not noticed that wiki page claims geometric properties...
>> 2) Polygon winding order is counter-clockwise (matches RenderMan,
>> opposite of Maya)
But wiki says Polygon order is clockwise. Which is correct?
On Mon, Oct 17, 2011 at 3:17 PM, Steve LaVietes
<steve.l...@gmail.com> wrote:
> I was mistaken about the direction in my previous mail. It's clockwise. I was correct about matching RenderMan and being opposite of Maya, though. The reference implementations of the Maya reader and writer flip the winding order on the way in and out.
Ah, OK.
BTW, RenderMan specification is very elastic on geometric properties,
it can change handness and orientation dynamically in the scene
description.
One exception is the coordinate system where shading is done. it is
handness dependent, thus you cannot share single shader with
left-handed primitives and right-handed primitives.
But the shading is not the scope of alembic format... so we might not
need to discuss it here.
> On Oct 16, 2011, at 11:00 PM, Syoyo Fujita <syoyo...@gmail.com> wrote:
>
>>
>>>> 2) Polygon winding order is counter-clockwise (matches RenderMan,
>>>> opposite of Maya)
>>
>> But wiki says Polygon order is clockwise. Which is correct?
>
The "clockwise" I mention is the winding order of the vertices of a
polygon within a mesh. I don't believe this is impacted by the current
"Orientation" state.
-stevel
As Alembic is less flexible than the RenderMan spec on this issue, it
seems that whatever tool has enough knowledge to flag a per-primitive
Orientation or ReverseOrientation call would have enough knowledge to
flip the vertex order when writing out to Alembic.
I'm not sure what impact that would have for baked per-face textures, though.
-stevel
As Alembic is less flexible than the RenderMan spec on this issue, it
seems that whatever tool has enough knowledge to flag a per-primitive
Orientation or ReverseOrientation call would have enough knowledge to
flip the vertex order when writing out to Alembic.
We have to balance adding flexibility against its resulting burden
upon each reader/writer client.
In previous public discussions, the consensus was consistently, "pick
one way" -- even though there wasn't always agreement about which "one
way."
Most systems are not as flexible as prman in this regard and I'm
personally reluctant to force every tool be aware of these
possibilities. I understand that might be a difficult fit into your
existing workflows but I'm not sure how common a problem this is
elsewhere. If this is a unique need, Alembic does allow custom
properties and metadata to be attached to any object.
-stevel
Thanks for valuable information.
> If I understand correctly, "Orientation" in RenderMan terms is
> handedness.
Ah, yes, you are right.
Handness is configurable with "Orientation" and "Scale" camera space.
> In baking volumetric and topology dependent texture data, and passing that down through the pipeline,
> we can't be changing the corresponding topology without somehow changing that data as well.
> This is especially difficult where a lot of the tools working w/ the geometry aren't aware of that external data,
> so it's imperative that we can either keep the topology unchanged, or explicitly tag it such that it can be corrected
> when consumed downstream.
Ah, I forgot baking/texture things. Yes it will definitely happen in
that configuration...
Thanks for pointing out the problem.
--
Syoyo