Necessary to work with a number of projects

Announcements, requests and support regarding the Cinema 4D exporter
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N.G.
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Necessary to work with a number of projects

Post by N.G. » Sat Feb 09, 2013 3:40 am

- 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.

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Zom-B
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Re: Necessary to work with a number of projects

Post by Zom-B » Sat Feb 09, 2013 4:02 am

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 :roll:
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Necessary to work with a number of projects

Post by Headroom » Sat Feb 09, 2013 1:22 pm

@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.
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N.G.
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Re: Necessary to work with a number of projects

Post by N.G. » Sat Feb 09, 2013 10:22 pm

Please help me with the falloff(perpendicular / parallel)
How to mix textures through falloff(perpendicular / parallel)? :)

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Zom-B
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Re: Necessary to work with a number of projects

Post by Zom-B » Sat Feb 09, 2013 11:39 pm

N.G. wrote:Please help me with the falloff(perpendicular / parallel)
How to mix textures through falloff(perpendicular / parallel)? :)
http://www.indigorenderer.com/forum/vie ... it=falloff
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N.G.
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Re: Necessary to work with a number of projects

Post by N.G. » Sun Feb 10, 2013 2:30 am

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!

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Re: Necessary to work with a number of projects

Post by Mor4us » Sun Feb 10, 2013 2:53 am

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!

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Re: Necessary to work with a number of projects

Post by Zom-B » Sun Feb 10, 2013 3:02 am

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:
ISL_shaders.jpg
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!
N.G. wrote:BUT! Why would I do? I should not think about it.
That is exactly what I think if I deal with you and your arrogant way of requesting stuff and pointing things out :)
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N.G.
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Re: Necessary to work with a number of projects

Post by N.G. » Sun Feb 10, 2013 3:06 am

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
Let us assume I agree.

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 :)

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Re: Necessary to work with a number of projects

Post by Zom-B » Sun Feb 10, 2013 3:13 am

N.G. wrote:Falloff one of the important ... but it is not in the standard. something I do not understand :)
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 with :)
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" :)
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N.G.
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Re: Necessary to work with a number of projects

Post by N.G. » Sun Feb 10, 2013 3:16 am

I want all at once. :lol: :twisted:

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Zom-B
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Re: Necessary to work with a number of projects

Post by Zom-B » Sun Feb 10, 2013 3:20 am

N.G. wrote:I want all at once. :lol: :twisted:
He he, yes we all want stuff we can't get ^^
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.
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Re: Necessary to work with a number of projects

Post by wlf_alex » Sun Feb 10, 2013 3:23 am

N.G. wrote:
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
Let us assume I agree.

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 :)
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Re: Necessary to work with a number of projects

Post by CTZn » Sun Feb 10, 2013 6:43 am

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)
obsolete asset

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