max 2 indigo 0.615 beta2 - update
max 2 indigo 0.615 beta2 - update
Hi all after a long time some new ...
What's new ??
- added "burn" parameter to reinhard settings
- Adjusted exposure for 0.6test6
- Added instanceing
- Added dropdownlist in Metalshader for .nk files
- some small bugfixes..
M2I_ 0.615beta2 - Get it here .!!
betatesters wanted ..
enjoy C&C welcome.
cheers
u3dreal
What's new ??
- added "burn" parameter to reinhard settings
- Adjusted exposure for 0.6test6
- Added instanceing
- Added dropdownlist in Metalshader for .nk files
- some small bugfixes..
M2I_ 0.615beta2 - Get it here .!!
betatesters wanted ..
enjoy C&C welcome.
cheers
u3dreal
Last edited by u3dreal on Sun Oct 29, 2006 1:09 am, edited 3 times in total.
- Kosmokrator
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- afecelis
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beta tester enrolled! perfect excuse to try and do that video tut, but you know how much I become a pain asking questions So expect some mail bugging you around, eheheheh
Great work. Trying it out now.
Great work. Trying it out now.
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- Kosmokrator
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it work perfect u3dreal....only some nk metal files don work...and indigo give an error message like this....
PNG output pathname: 'C:\Indigo/renders/default.png'
Using 2 thread(s).
scene file path: 'C:\Indigo/default.xml'
Using working directory path 'C:\Indigo'.
created world.
Loading Scene 'C:\Indigo/default.xml'...
Using linear tone mapping with scale=0.000250
Camera: white balance = D65, using CIE XYZ chromacity (0.312730, 0.329020)
Loading Complex IOR data from 'nkdata/Carbam.nk'...
SceneLoaderExcep: MaterialExcep: ComplexIORExcep: ComplexIORDataSetExcep: Only spectral units of eV supported right now.
Fatal Error: SceneLoaderExcep: MaterialExcep: ComplexIORExcep: ComplexIORDataSetExcep: Only spectral units of eV supported right now.
PNG output pathname: 'C:\Indigo/renders/default.png'
Using 2 thread(s).
scene file path: 'C:\Indigo/default.xml'
Using working directory path 'C:\Indigo'.
created world.
Loading Scene 'C:\Indigo/default.xml'...
Using linear tone mapping with scale=0.000250
Camera: white balance = D65, using CIE XYZ chromacity (0.312730, 0.329020)
Loading Complex IOR data from 'nkdata/Carbam.nk'...
SceneLoaderExcep: MaterialExcep: ComplexIORExcep: ComplexIORDataSetExcep: Only spectral units of eV supported right now.
Fatal Error: SceneLoaderExcep: MaterialExcep: ComplexIORExcep: ComplexIORDataSetExcep: Only spectral units of eV supported right now.
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- afecelis
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It's the usual scene I always start off with, 3 spheres, a floor plane and a mesh emitter:u3dreal wrote:Can you send me the scene ??
cheers
u3dreal
http://www.irrdev.com/ktuser/afecelis/Indigo/test01.zip
btw. Which 3dsmax's lights can be used for M2I? or better said, since indigo only supports a sunlight and mesh emitters; I know mesh emitters are created assigning an emitter material to them but which light is to be used to be recognized as sun in Indigo?
little by little, little by little
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
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- Kosmokrator
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one question u3dreal your script is open sourse or is some kind of compiled code?we can view your code?i try once upon a time but nothing...thnx
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M/B ASUS P6T DELUXE,WATERCOOLING ZALMAN RESERATOR 2
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MONITOR:LG 1950SQ,CASE:THERMALTAKE SOPRANO
- afecelis
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Is that really what I did? It's a problem when you work with both renderers back and forth so much! It's my Kerkythea material automatic reflex. Thanks Kosmo, changing and re-checking. (just saw that big "K" in the screenshot; man do I need to find a hole to stick my face in it!)
Oh yes, Gregor, please help me with my light type question This way I can think the tut a bit better. BTW, any suggestions for it? I was thinking to start off simple; 1. Installing your script and crating the menus. 2. Basic scene, material creation and light setup. 3. Exporting, rendering and checking the xml. Waddayasay?
Oh yes, Gregor, please help me with my light type question This way I can think the tut a bit better. BTW, any suggestions for it? I was thinking to start off simple; 1. Installing your script and crating the menus. 2. Basic scene, material creation and light setup. 3. Exporting, rendering and checking the xml. Waddayasay?
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