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15 February 2009 49,021 views 59 Comments


This is the PPG of SaveRenderMesh:

Below are explanations of each option:

  • Enable
This allows you to easily disable the output of SaveRenderMesh. It can also be useful to animate this parameter so that you only output geometry on the frames that you want it to.
  • Filename
This is the base filename that SaveRenderMesh will use.
You must make sure that filename does not include any numbers appended for purposes of frame or object count. This is commonly done accidentally by selecting an existing file using the file browser.

So, for example, you might pick “test_001.obj” from the file dialog, in which case SaveRenderMesh will next save it out as “test_001_001.obj”, which is almost certainly not what you want.

  • Frame Format
This parameter lets you output different files on each frame.

None – No frame number will be appended to the file and it will be overwritten on each frame.

#.ext – The frame number will be appended to the file without any padding, e.g. “Test_1.obj”

##.ext – The frame number will be appended to the file with 1 digit of padding, e.g. “Test_01.obj”

###.ext – The frame number will be appended to the file with 2 digits of padding, e.g. “Test_001.obj”

###.ext – The frame number will be appended to the file with 3 digits of padding, e.g. “Test_001.obj”

Output Format
  • Options
This is where you tell SaveRenderMesh how to handle the case where multiple objects have the shader applied. This can happen when objects share the same material, or when you are using some sort of object instantiation (e.g. particles or hair).
1 File, 1 Mesh – All the objects that have the shader applied are combined into a single mesh inside one file. When you load this file back into XSI, you will have just one object.

1 File, n Objects – All the objects that have the shader applied are saved into one file but as multiple independent meshes. This setting is most useful for dealing with multiple instantiated objects, since each instance will be represented by one object.

Multiple Files – All the objects that have the shader applied are saved their own file. Be careful with this setting, since if you have objects being instantiated by a particle system with 5000 particles, you’ll end up with 5000 OBJ files!

In this final case, files are saved with an additional suffix of “_Objn“, where n is the number of the object. This suffix is in addition to any frame count suffix applied to the filename. So for example, “Test_0001_Obj1.obj” would represent the first object to be exported from frame 1.

  • Use Normals
This tells SaveRenderMesh to save out the vertex normals into the OBJ file. When you load this back into XSI, there is an option you need to enable in the importer to tell XSI to apply these normals as a UserNormal cluster.
  • Use UVs
This tells SaveRenderMesh to save out the UV coordinates into the OBJ file. This can be useful for sub-divided or displaced geometry since it will provide the interpolated texture coordinates for the new geometry.
  • Texture Space
This tells SaveRenderMesh which UV coordinates to save when the Use UVs parameter is enabled.

If you ever need to view this page to remind yourself of what the different parameters do, you can just click on the question mark help icon at the top right of the PPG, and it will open NetView on this page.

The next page has instructions on installation, usage, and the link to download SaveRenderMesh.

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  • AndyN (author) said:

    Hi Christian,
    Apologies, I don’t have time right now to test this right now for you, I’m flat out on a project. But I’ll try and look at it when I get some time.


  • Thomas said:

    Unfortunately nothing works for me. I applied the shader as described to the geometry which will be instanced by an ice emitter. I press “render current frame”, but no file gets written to the HDD.

    What needs to be done in order to get this to work? A special render menu from which to start the rendering?

  • AndyN (author) said:

    Hi Thomas,
    No, you don’t need any special menu to get it to work, in fact, it’ll work just in the render region, and you don’t even need to render the whole frame. All the work is done in the preprocessing part of the render.

    I suggest that you might want to try it on a simple object first before trying it with ICE instances. Just to make sure you understand the process. Trying to use it with ICE is generally a bit flaky for some reason, so don’t be surprised if it doesn’t work.


  • JevgenyS said:

    Doesn’t work in Softimage 2013 🙁

  • AndyN (author) said:

    Okay. Will look into it.

  • JevgenyS said:

    Thank you very much for your hard work Andy!
    I love your tutorials

  • JevgenyS said:

    Saw a video tutorial. But forgot where it was. Maybe you know it

  • JevgenyS said:

    Cant get the OBJ created in SI2013

  • JevgenyS said:

    Si2013 doesnt provide the node lightmap_color

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