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Posted: Mon Sep 29, 2008 11:43 pm
by zeitmeister
Yeah, the R11 is for both platforms, but I don't want to be limited for 42 days at the moment.
So I have to wait until fused can compile Cindigo for the Mac. :)

Posted: Tue Sep 30, 2008 12:24 am
by Zom-B
C4D11 file type is compatible to the C4D10 file system... so your files created/saved with the C4D11 Demo will be still usable for your C4D10.5 on the Mac...

So you really only win by trying it.... much better than waiting, or even use a very very old cindigo mac build that is also limited to a very very old Indigo build...

Think about it!

Posted: Thu Oct 02, 2008 2:52 am
by zeitmeister
Just a small suggestion for the exporter:

Would it make sense if every Material Helper Tag contains a text area, where you can paste hardcode from the material database by hand?
With a checker box at the top/side, wich says that this code overrides all other material settings?

I think this could be very comfortable instead of editing the *.igs-file in a text editor.
This way, all settings would remain where they have to be, in the origin scene.

I personally looked at the ghostglass-material, and because of that this idea came up my mind.

What do you think?


Cheers, David

Posted: Thu Oct 02, 2008 2:57 am
by Zom-B
Just try "PlugIns>Cindigo 1.1.11>Import igm" to import such materials...

Posted: Thu Oct 02, 2008 3:11 am
by zeitmeister
Yes, but how do I assign this material to a specific object?
I didn't try it yet …

Posted: Thu Oct 02, 2008 3:23 am
by PureSpider
If you import an igm material you get exact that material as a null tag as if you would have created it by yourself, then just assign then according C4D-mat to your object ;)

Posted: Thu Oct 02, 2008 3:24 am
by fused
btw: igm import reads old style mats only.

edit:
zeitmeister, about your idea:
i thought about this a few times in the past. it brings a few problems, like finding out the material name (or the user has to name the c4d exactly like the mat in the igm).

of course i could do this with the xml parser i use, but then theres the problem of finding the root material (which i actually solved, but only for the igm export, what would mean id have to generalize the function further or write a new one...)

or i put it in and just dont care about people complaining ;)

Posted: Thu Oct 02, 2008 3:26 am
by zeitmeister
Hm.
Therefor, my hardcode text box in the material helper tag wouldn't make such little sense, I suppose. :)

Posted: Thu Oct 02, 2008 3:36 am
by fused
i might put it in see edit.

Posted: Thu Oct 02, 2008 3:53 am
by zeitmeister
Yes,
putting in the correct material name might not being automated … but let's be honest: Therefor, it's hardcoded! :D

Posted: Thu Oct 02, 2008 4:46 am
by fused
i think ill put it in right now. ill also add a question if a material should be imported as a "custom mat" or with the igm parser.

Posted: Thu Oct 02, 2008 9:52 pm
by zeitmeister
One last thing:
Can you give me a hint which material functions ar being supported by the old mac exporter?
I tried to simulate a wood floor, and therefor I need color maps, bump map and specular/reflection/whatever map. What is being regarded by te old exporter and what not?
I used phong for the material, but the reflections are too sharp, the bumpmap too weak and a specular map doesn't semm to be regarded.
Can you give me a few hints about that?

Thanks very much in advance!

Posted: Thu Oct 02, 2008 10:37 pm
by fused
frankly, i have no idea :)
sorry

Posted: Wed Oct 29, 2008 8:44 pm
by fused
8)

xcode is a pain in the ass.

Posted: Wed Oct 29, 2008 9:21 pm
by zeitmeister
This looks great already!
Is XCode really that complicated? Hope you keep your nerves, and now I'm very excited again for the things that are coming!