SkIndigo 1.1.1
SkIndigo 1.1.1
This release is for ADVANCED users only!!!! You've been warned!
I was able to get some of the new features working to a certain degree. If you enable Indigo subdivision, a modified mesh export routine will be used that does not export duplicate vertices. However, this will result in UVs being messed up UNLESS each vertex has only one UV coordinate associated with it (this is usually the case if you use projected textures in SketchUp).
#Version 1.1.1
#Removed: option to enable or disable normal smoothing
#Added: support for displacement mapping
#Added: support for indigo subdivision and smoothing
#Added: support for fractal brownian motion procedural texture
How to use FBM procedural textures:
1) Create a material that has a texture-map
2) Name the material "FBM"
3) Select the FBM as a map in any of the channels (bump, displacement, etc.)
4) In the advanced texture editor dialog, you will see the new parameteres (u_scale and v_scale)
I'm tired so that's all for now. Don't expect everything to work. I haven't tested all of it.
Whaat
I was able to get some of the new features working to a certain degree. If you enable Indigo subdivision, a modified mesh export routine will be used that does not export duplicate vertices. However, this will result in UVs being messed up UNLESS each vertex has only one UV coordinate associated with it (this is usually the case if you use projected textures in SketchUp).
#Version 1.1.1
#Removed: option to enable or disable normal smoothing
#Added: support for displacement mapping
#Added: support for indigo subdivision and smoothing
#Added: support for fractal brownian motion procedural texture
How to use FBM procedural textures:
1) Create a material that has a texture-map
2) Name the material "FBM"
3) Select the FBM as a map in any of the channels (bump, displacement, etc.)
4) In the advanced texture editor dialog, you will see the new parameteres (u_scale and v_scale)
I'm tired so that's all for now. Don't expect everything to work. I haven't tested all of it.
Whaat
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- SkIndigo_1_1_1.zip
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- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
Thank you!
As a coincidence, I was just preparing this scene to be rendered with displacement if 1.1.1 would arrive. . I am curious how that will turn out...
As a coincidence, I was just preparing this scene to be rendered with displacement if 1.1.1 would arrive. . I am curious how that will turn out...
Last edited by kwistenbiebel on Sat May 31, 2008 8:30 pm, edited 2 times in total.
- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
I think there were a few problems with your scene:
1) You probably didn't use Indigo subdivision. You should set the max number of subdivisions to a number greater than zero when using displacement mapping. Keep increasing the number until you are satisfied
2) The entire scene was made up of reversed faces. This completely messed up the displacement mapping.
3) The scene is WAY too huge and complex to be using displacement mapping and Indigo subdivision for the ENTIRE scene. One workaround would be to create a new material that will just be used for the rocks that are close to the camera. This material can have subdivision and displacement applied. To simplify your scene, I simply deleted about 80% of the faces.
Once I fixed these three things, the displacement rendered great!
1) You probably didn't use Indigo subdivision. You should set the max number of subdivisions to a number greater than zero when using displacement mapping. Keep increasing the number until you are satisfied
2) The entire scene was made up of reversed faces. This completely messed up the displacement mapping.
3) The scene is WAY too huge and complex to be using displacement mapping and Indigo subdivision for the ENTIRE scene. One workaround would be to create a new material that will just be used for the rocks that are close to the camera. This material can have subdivision and displacement applied. To simplify your scene, I simply deleted about 80% of the faces.
Once I fixed these three things, the displacement rendered great!
- Attachments
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- im1212298601.png (414.98 KiB) Viewed 4232 times
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- im1212298959.png (376.25 KiB) Viewed 4232 times
- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
As long as the divided mesh is kept in memory, we'll have to limit the number of surfaces or objects that are displaced in a scene. Hopefully, Ono will find a way eventually to subdivide these surfaces on the fly without having to store them in memory, the way Fry handles MPD for instance.The scene is WAY too huge
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