SkIndigo 1.1.8 (works with Indigo 1.1.9)
SkIndigo 1.1.8 (works with Indigo 1.1.9)
Well, after basically re-writing the material export methods and making lots of changes to the material editor, an updated SkIndigo is ready for you to start having fun with layer blending and shaders. Hopefully, using displacement mappping will be a bit more intuitive now. I still have some work to do with re-organizing and tweaking the material editor but that will have to wait for the next release.
Download previews scenes here (same as 1.1.5):
http://www.indigorenderer.com/joomla/in ... &Itemid=62
#Version 1.1.8
#Changed: disabled IGM loading
#Added: support for custom shaders for bump,displacement,exponent,sigma,emission
#Changed: saved uv set options to 'SU, 1, 2, 3'
#Changed: disabled subdivision smoothing due to confusion
#Changed: removed subdivision curvature threshold from the interface
#Changed: constant 'exponent' values are set using using the texture 'b' parameter
#Changed: constant 'blend factor' values are now set using the texture 'b' parameter
#Changed: constant 'sigma' values are now set using the texture 'b' parameter
#Changed: disabled automatic blending of diffuse transmitters when 0<SUopacity<100
#Added: sigma mapping for Oren-Nayar materials
#Added: specular reflectivity mapping for Metal materials
#Added: support for emitting materials and layer blending
#Changed: removed fresnel scale
#Changed: now using new material format
#Changed: indigo embedded_02 mesh format exclusively used
#Changed: prompts user to create linked igm material if trying to load a material with unsupported indigo attributes
#Changed: made thumbnails refresh automatically when rendering a preview - old thumbnail deleted before starting new preview
#Added: Buttons to 'jump to' child materials of blend materials
#Added: back button to 'jump back' to the parent material
#Fixed: instancing and multiple uvsets should work again
How to use a custom shader:
1) Choose 'custom shader' from the texture map drop-down list.
2) Click the '..' button and enter your shader code.
3) If you have 'Custom Shader' selected, the 'value' parameter has no effect
How to use the color picker for base emission:
1) Click on the color swatch and make sure that the Paint Bucket Window is open
2) Adjust the color of the 'SkIndigo Color Picker' material
3) Click again on the color swatch in the SkIndigo material editor again to apply the color.
4) The color picker interface is a test. Let me know if you like it
How to use emitting materials and layer blending:
1) Adjust the color of the base emission and set the 'value' to >0.0
2) Select the layer using the drop down list next to the material type drop down list
3) Textures may be applied to the 'Emission' attribute to create a textured emitter
Let me know of any bugs. I am sure there are many lurking.
Enjoy!
Download previews scenes here (same as 1.1.5):
http://www.indigorenderer.com/joomla/in ... &Itemid=62
#Version 1.1.8
#Changed: disabled IGM loading
#Added: support for custom shaders for bump,displacement,exponent,sigma,emission
#Changed: saved uv set options to 'SU, 1, 2, 3'
#Changed: disabled subdivision smoothing due to confusion
#Changed: removed subdivision curvature threshold from the interface
#Changed: constant 'exponent' values are set using using the texture 'b' parameter
#Changed: constant 'blend factor' values are now set using the texture 'b' parameter
#Changed: constant 'sigma' values are now set using the texture 'b' parameter
#Changed: disabled automatic blending of diffuse transmitters when 0<SUopacity<100
#Added: sigma mapping for Oren-Nayar materials
#Added: specular reflectivity mapping for Metal materials
#Added: support for emitting materials and layer blending
#Changed: removed fresnel scale
#Changed: now using new material format
#Changed: indigo embedded_02 mesh format exclusively used
#Changed: prompts user to create linked igm material if trying to load a material with unsupported indigo attributes
#Changed: made thumbnails refresh automatically when rendering a preview - old thumbnail deleted before starting new preview
#Added: Buttons to 'jump to' child materials of blend materials
#Added: back button to 'jump back' to the parent material
#Fixed: instancing and multiple uvsets should work again
How to use a custom shader:
1) Choose 'custom shader' from the texture map drop-down list.
2) Click the '..' button and enter your shader code.
3) If you have 'Custom Shader' selected, the 'value' parameter has no effect
How to use the color picker for base emission:
1) Click on the color swatch and make sure that the Paint Bucket Window is open
2) Adjust the color of the 'SkIndigo Color Picker' material
3) Click again on the color swatch in the SkIndigo material editor again to apply the color.
4) The color picker interface is a test. Let me know if you like it
How to use emitting materials and layer blending:
1) Adjust the color of the base emission and set the 'value' to >0.0
2) Select the layer using the drop down list next to the material type drop down list
3) Textures may be applied to the 'Emission' attribute to create a textured emitter
Let me know of any bugs. I am sure there are many lurking.
Enjoy!
- Attachments
-
- SkIndigo_1_1_8.zip
- (370.16 KiB) Downloaded 1472 times
Last edited by Whaat on Thu Oct 02, 2008 2:59 pm, edited 2 times in total.
- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
Stinkie wrote:I keep getting this:
IndigoDriverExcep: ObjectExcep: Tried to do a view-dependant subdivision on an instanced mesh (subdivide_pixel_treshold > 0.0)
Which, I guess, is Ono speak for "you screwed up".
OnoSendai wrote:This is a bug that i'll fix for the next version.carbon wrote:hi ono, i still getting this error:
no subdivision anywhere in the scene.. in 1.1.7 was no problem..Code: Select all
Error: IndigoDriverExcep: ObjectExcep: Tried to do a view-dependent subdivision on an instanced mesh. (subdivide_pixel_threshold > 0.0)
Very cool Whaat.
But i am having trouble with shaders
I want to try a simple shader on a sphere like ono did
I selected Custom Shader in the dropdown and entered the shadercode in the .. button
But when i render indigo crashes. prob because i did not enter the shader code correctly.
Could someone show me how the shader code must be entered?
does it need to be with or withoud shader xml tags?
when i add shader tags around the code, i get this error:
IndigoDriverExcep: SceneLoaderExcep: Couldn't find function eval : (In element 'shader', around line 255, column 17)
i used the bump section of ono's material
I must say that i feel like a complete noob asking these questions.. but i do not understand how to use shaders yet
But i am having trouble with shaders
I want to try a simple shader on a sphere like ono did
I selected Custom Shader in the dropdown and entered the shadercode in the .. button
But when i render indigo crashes. prob because i did not enter the shader code correctly.
Could someone show me how the shader code must be entered?
does it need to be with or withoud shader xml tags?
when i add shader tags around the code, i get this error:
IndigoDriverExcep: SceneLoaderExcep: Couldn't find function eval : (In element 'shader', around line 255, column 17)
i used the bump section of ono's material
Code: Select all
<shader>
<shader>
def eval(vec3 pos) real :
mul(
fbm(
mul(getTexCoords(0), 100.0),
10
),
0.001
)
</shader>
</shader>
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