SkIndigo 1.1.8 (works with Indigo 1.1.9)

Announcements, requests and support regarding SkIndigo - the Sketchup / Indigo exporter.
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Whaat
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SkIndigo 1.1.8 (works with Indigo 1.1.9)

Post by Whaat » Sat Aug 09, 2008 6:31 pm

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!
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Last edited by Whaat on Thu Oct 02, 2008 2:59 pm, edited 2 times in total.

Big Fan
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Post by Big Fan » Sat Aug 09, 2008 6:54 pm

well done -lot of work eh? :wink:

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cpfresh
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Post by cpfresh » Sat Aug 09, 2008 7:31 pm

THANKS FOR THIS WHAAT!!! :D

Stinkie
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Post by Stinkie » Sat Aug 09, 2008 8:31 pm

Thanks, Whaat.

aslocum
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Post by aslocum » Sat Aug 09, 2008 9:40 pm

thank you very much!

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kwistenbiebel
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Post by kwistenbiebel » Sat Aug 09, 2008 10:51 pm

Must test this. Looks like a very cool new version.
Thank you very much Whaat.

Stinkie
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Post by Stinkie » Sun Aug 10, 2008 4:02 am

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".

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Whaat
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Post by Whaat » Sun Aug 10, 2008 4:10 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:
carbon wrote:hi ono, i still getting this error:

Code: Select all

Error: IndigoDriverExcep: ObjectExcep: Tried to do a view-dependent subdivision on an instanced mesh. (subdivide_pixel_threshold > 0.0)
no subdivision anywhere in the scene.. in 1.1.7 was no problem..
This is a bug that i'll fix for the next version.

Stinkie
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Post by Stinkie » Sun Aug 10, 2008 4:21 am

So ... I shouldn't be using instances for the time being?

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cpfresh
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Post by cpfresh » Sun Aug 10, 2008 7:22 am

yea instancing causes this error, dont do it.

remus
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Post by remus » Sun Aug 10, 2008 7:03 pm

Im not sure if this is a skindigo bug or an indigo bug, but alpha renders dont work, indigo just dies. No warning messages or anything.

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Whaat
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Post by Whaat » Wed Aug 13, 2008 12:33 pm

Stinkie wrote:So ... I shouldn't be using instances for the time being?
Instances work fine. The bug that was causing the error is now fixed in Indigo 1.1.9.

SkIndigo 1.1.8 will work with Indigo 1.1.9. Let's see some layer blending!! :)

Comm512
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Post by Comm512 » Wed Aug 13, 2008 9:50 pm

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

Code: Select all

            <shader>
               <shader>
                  def eval(vec3 pos) real :
                     mul(
                        fbm(
                           mul(getTexCoords(0), 100.0),
                           10
                        ),
                        0.001
                     )
                        
               </shader>
            </shader> 
I must say that i feel like a complete noob asking these questions.. but i do not understand how to use shaders yet

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cpfresh
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Post by cpfresh » Thu Aug 14, 2008 3:26 am

hey Comm512, as suggested by Ono, remove the arguments from the eval function, then it should work... a little trick as yet undocumented. :) does this trick apply to all cases? nope. hopefully there will be a way soon to tell what's what.

Richcat
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Post by Richcat » Thu Aug 14, 2008 10:49 am

Hi Whaat, wanted to give this a go but get this error with all models, reinstalled, and have used just simple cube with the same error. :?: Is this me as first time user. :oops:
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