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there is a plug-in for large file : http://www.vim.org/scripts/script.php?script_id=1506
or
you can try to split the file in multi small files : http://www.gdgsoft.com/gsplit/
and
concate them after modifications : http://www.gdgsoft.com/gsplit/gunite.aspx
or
if you export from c4d some limited parts of the scene, and off course you can edit them, change <scene> to <scenedata> and add some
<include>
<pathname>xxx.igs</pathname>
<offset_uids>true</offset_uids>
</include>
in the last .igs exported

in this last case, if the scatter is referencing to an objet in an other file, you need to change
<offset_uids>true</offset_uids>
to
<offset_uids>false</offset_uids>
but
when doing that you can have the same uid for differents objets, so
you can run in previous small .igs exported (<scenedata>) a search and replace like that :
search : "uid>"
replace : "uid>1234"
off course the sequence 1234 must be different for each search/replace for each file modified
this will add 1234 after the closed </uid>, but Indigo can run with that, I already tried

Attention
if you add a scatter in a <scenedata> file
this file have to be included using
<offset_uids>false</offset_uids>
if not, some uid referenced in the scatter will cause trouble, even if the proto(s) objet(s) are in the same file
[size=85]... from memory, have to be confirmed
[/size]
EDIT : you can call a scatter inside an external file without necessary have to do <offset_uids>false</offset_uids>
off course, proto(s) object(s) must be in the same file with the scatter code

Attention
if you use the restricted area/material code with the scatter, remove the prefix 1234, or indigo will return an error


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Thanks for the info! What a lesson of XML ...

Another kind of approach. With a predisplaced terrain from satellite data and premeshed clouds to help composition. First attempt. I decide to stop it at 1000 spp because the speed decrease ...

Is the peak of the Mount Ruapehu, a volcano in New Zealand. It is supposed that there must be snow.

A impression then.


Attachments:
Mont Ruapehu_4.jpg
Mont Ruapehu_4.jpg [ 2.33 MiB | Viewed 769 times ]
Mont Ruapehu_4_wireframe.jpg
Mont Ruapehu_4_wireframe.jpg [ 747.91 KiB | Viewed 769 times ]

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Those clouds look sexy, but there are some visible edges there taking the realism off. The mountain needs work.

Keep it up!

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Thanks for the push up!
A general take with one material. It begins to be something, a mix of some ISL codes and some maps.
I forgot that I´m not able to do fbm´s displacements, but bumps do it in a strange mode.
I feel a lack of modularity in the general shape but here goes.
To progress something in it I must do a lot of ISL questions.
Now I have zero time, sorry. For more over...


Attachments:
Mont Ruapehu 5.jpg
Mont Ruapehu 5.jpg [ 683.98 KiB | Viewed 691 times ]

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"... nor 0.2 galaxys, nor 0.8 little chikens ..."
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Now those are nice mountains. :)

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:) mixed with 300000 instancies.
Attachment:
Mont Ruapehu 7.jpg
Mont Ruapehu 7.jpg [ 1.57 MiB | Viewed 492 times ]

Now I know how fbm´s work, they need a texture reference.
But there is a bug working with slope and ISl. I´m not able to displaced the snow (only bumped).
Now I need to know from where this image become:
Attachment:
mt-ruapehu-and-mt-ngauruhoe.jpg
mt-ruapehu-and-mt-ngauruhoe.jpg [ 853.84 KiB | Viewed 492 times ]

I don´t remember how I obtained this image. Is reduced and banded, but more or less...
I believe that all the surface of the Earth is well mapped, but where can i find it?

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"... nor 0.2 galaxys, nor 0.8 little chikens ..."


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@yonosoy supa cool! :shock:

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2nd Place 100
Great!


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