Necessary to work with a number of projects
Necessary to work with a number of projects
- Delete "Section Plane" of rendering
-Add the tag "exception" (to avoid the caustic in the glass...for example)
-Assign "Section Plane" with camera
-Exclude portals render. Through the portals are not visible objects.
-Add fallof ( perpendicular / parallel )
-Add Freznel
-Add support for shaders Cinema4D
-Add passes
-Make a map Dirt
This is a list of critical improvements. Thank you.
-Add the tag "exception" (to avoid the caustic in the glass...for example)
-Assign "Section Plane" with camera
-Exclude portals render. Through the portals are not visible objects.
-Add fallof ( perpendicular / parallel )
-Add Freznel
-Add support for shaders Cinema4D
-Add passes
-Make a map Dirt
This is a list of critical improvements. Thank you.
Re: Necessary to work with a number of projects
Delete "Section Plane" of rendering
No Idea whats that about, please explain!
Add the tag "exception" (to avoid the caustic in the glass...for example)
Indigo is a unbiased physical renderer, if you want to skip caustics, then look somewhere else ^^
Assign "Section Plane" with camera
Drag the Section Plane as a child on the camera and adjust the way you like, I don't think this request is necessary at all.
Exclude portals render. Through the portals are not visible objects
I don't get this! Do you refer to the situation that no meshes are rendered that are behind ExitPortals??
Add fallof ( perpendicular / parallel )
Should be realisable via ISL, and if it is, then creating a ISL Shader would be possible to.
Add Freznel
Fresnel Scale is introduced for Phong material and some others in the latest Exporter
Add support for shaders Cinema4D
Shaders are supported by getting baked into a map!
Some of them of cause aren't working like SSS or fresnel etc.
There are also some Indigo ISL shaders, try them. In the future they will become more I think
Add passes
Again a Engine related request!
At the moment we have:
- Alpha Pass
- Material ID pass
What passes would you suggest to be most usefull?
Make a map Dirt
What exactly are you refering to here? Ambient Occlusion based Dirt Shader of Vray?
This is a general engine request, and it is helpfull for sure, but not necessary since you also can
bake AO into texture space and use it in PS to alter qour textures... the classic way
This is a list of critical improvements. Thank you.
Besides the two requests that I havn't understood, I don't think there is anything of that stuff critical at all!
Some people are really into rendering everything in passes and then adjusting stuff in PS, well.. ok..
In your case I would try to learn how to achieve stuff via different approaches, since you seem to be quite limited in your skill repertoire if you see no alternative to solve a material or general situation
No Idea whats that about, please explain!
Add the tag "exception" (to avoid the caustic in the glass...for example)
Indigo is a unbiased physical renderer, if you want to skip caustics, then look somewhere else ^^
Assign "Section Plane" with camera
Drag the Section Plane as a child on the camera and adjust the way you like, I don't think this request is necessary at all.
Exclude portals render. Through the portals are not visible objects
I don't get this! Do you refer to the situation that no meshes are rendered that are behind ExitPortals??
Add fallof ( perpendicular / parallel )
Should be realisable via ISL, and if it is, then creating a ISL Shader would be possible to.
Add Freznel
Fresnel Scale is introduced for Phong material and some others in the latest Exporter
Add support for shaders Cinema4D
Shaders are supported by getting baked into a map!
Some of them of cause aren't working like SSS or fresnel etc.
There are also some Indigo ISL shaders, try them. In the future they will become more I think
Add passes
Again a Engine related request!
At the moment we have:
- Alpha Pass
- Material ID pass
What passes would you suggest to be most usefull?
Make a map Dirt
What exactly are you refering to here? Ambient Occlusion based Dirt Shader of Vray?
This is a general engine request, and it is helpfull for sure, but not necessary since you also can
bake AO into texture space and use it in PS to alter qour textures... the classic way
This is a list of critical improvements. Thank you.
Besides the two requests that I havn't understood, I don't think there is anything of that stuff critical at all!
Some people are really into rendering everything in passes and then adjusting stuff in PS, well.. ok..
In your case I would try to learn how to achieve stuff via different approaches, since you seem to be quite limited in your skill repertoire if you see no alternative to solve a material or general situation
polygonmanufaktur.de
Necessary to work with a number of projects
@ZomB
Relax, please. Take a new user by the hand and gently show them the way
@N.G.
Perhaps you start with one of the projects and share on the forum the problems you run into. Usually the very experienced users like ZomB have come across similar problems in their work and have developed a repertoire of solutions for many of these.
In my experience this is the best approach and the pros on this forum are not shy at all about sharing their tricks.
It will provide you quite quickly with a host of knowledge, which will help you develop your own Indigo based repertoire of problem solutions.
Relax, please. Take a new user by the hand and gently show them the way
@N.G.
Perhaps you start with one of the projects and share on the forum the problems you run into. Usually the very experienced users like ZomB have come across similar problems in their work and have developed a repertoire of solutions for many of these.
In my experience this is the best approach and the pros on this forum are not shy at all about sharing their tricks.
It will provide you quite quickly with a host of knowledge, which will help you develop your own Indigo based repertoire of problem solutions.
iMac 2.93 GHz Quad Core i7. 12 GB memory
ATI Radeon HD 5750M 1024 MB
OS X 10.10.3 Yosemite
Blender 2.72, Blendigo 3.8.25, Indigo 3.8.26
Trippy Lighting LLC - Colorful LED lighting systems
High Power RGB LED driver - Blog
ATI Radeon HD 5750M 1024 MB
OS X 10.10.3 Yosemite
Blender 2.72, Blendigo 3.8.25, Indigo 3.8.26
Trippy Lighting LLC - Colorful LED lighting systems
High Power RGB LED driver - Blog
Re: Necessary to work with a number of projects
Please help me with the falloff(perpendicular / parallel)
How to mix textures through falloff(perpendicular / parallel)?
How to mix textures through falloff(perpendicular / parallel)?
Re: Necessary to work with a number of projects
http://www.indigorenderer.com/forum/vie ... it=falloffN.G. wrote:Please help me with the falloff(perpendicular / parallel)
How to mix textures through falloff(perpendicular / parallel)?
polygonmanufaktur.de
Re: Necessary to work with a number of projects
Looking in the forum, I realized everything is decided by ISL language. BUT! Why would I do? I should not think about it. I'm not a programmer. If necessary, print template codes. But in general, I am against this ISL.
everything has to be logical and understandable. especially for most users!
everything has to be logical and understandable. especially for most users!
Re: Necessary to work with a number of projects
I think you should think a little more open minded! You are using a third party render plugin and you can't expect everything to work 1:1 as with native render engine.
there are several advantages ISL has compared to c4d shaders => ISL works on every platform indigo supports and improves the community to profit from everyones knowledge, not c4d users only!
best regards
there are several advantages ISL has compared to c4d shaders => ISL works on every platform indigo supports and improves the community to profit from everyones knowledge, not c4d users only!
best regards
C4D R20 Studio
mad-imagery.com
mad-imagery.com
Re: Necessary to work with a number of projects
Yes, ISL is not usable by everybody, therefor there is the possibility to control ISL code with a custom Shader like I already told above regarding falloff, here a screenshot where you can find the few ISL Shaders:
It would be great to have some more complex ISL shaders, and also falloff, that are included via such a simple to use method, yes we know, and yes its on the ToDo!
It would be great to have some more complex ISL shaders, and also falloff, that are included via such a simple to use method, yes we know, and yes its on the ToDo!
That is exactly what I think if I deal with you and your arrogant way of requesting stuff and pointing things outN.G. wrote:BUT! Why would I do? I should not think about it.
polygonmanufaktur.de
Re: Necessary to work with a number of projects
Let us assume I agree.Mor4us wrote:I think you should think a little more open minded! You are using a third party render plugin and you can't expect everything to work 1:1 as with native render engine.
there are several advantages ISL has compared to c4d shaders => ISL works on every platform indigo supports and improves the community to profit from everyones knowledge, not c4d users only!
best regards
So I think it is necessary to describe the sample code ... most necessary. Falloff one of the important ... but it is not in the standard. something I do not understand
Re: Necessary to work with a number of projects
I linked you the thread where its discussed and also quite a lot of development regarding that by glare is shown and explained... so at some point in the future we will get some nice falloff stuff to work withN.G. wrote:Falloff one of the important ... but it is not in the standard. something I do not understand
http://www.indigorenderer.com/forum/vie ... 85#p116385
It is simply not finished and released atm, until then we need to use hard to deal with ISL "solution"
polygonmanufaktur.de
Re: Necessary to work with a number of projects
I want all at once.
Re: Necessary to work with a number of projects
He he, yes we all want stuff we can't get ^^N.G. wrote:I want all at once.
Buying a license is the best way to support Glare and also give your requests more "weight" being a customer
I would suggest you maybe clear up some of your requests in the first post too, explaining properly helps a lot for others to understand the need of stuff and also second your requets.
polygonmanufaktur.de
- wlf_alex
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Re: Necessary to work with a number of projects
+100N.G. wrote:Let us assume I agree.Mor4us wrote:I think you should think a little more open minded! You are using a third party render plugin and you can't expect everything to work 1:1 as with native render engine.
there are several advantages ISL has compared to c4d shaders => ISL works on every platform indigo supports and improves the community to profit from everyones knowledge, not c4d users only!
best regards
So I think it is necessary to describe the sample code ... most necessary. Falloff one of the important ... but it is not in the standard. something I do not understand
ArchiCAD 14, Cinema 4D r13, IndigoRender, VrayforC4D
Re: Necessary to work with a number of projects
Using ISL, fallof is essentially an object with stretched UVs using a noise as bump mapping.
The tricky part is to reduce the bump when the UVs are scaled up to avoid artifacts (maintain height proportionality).
You can still push Ono to release this: http://www.indigorenderer.com/forum/vie ... 77#p116377 (same topic as above)
The tricky part is to reduce the bump when the UVs are scaled up to avoid artifacts (maintain height proportionality).
You can still push Ono to release this: http://www.indigorenderer.com/forum/vie ... 77#p116377 (same topic as above)
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