max 2 indigo 0.615 beta2 - update

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u3dreal
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max 2 indigo 0.615 beta2 - update

Post by u3dreal » Sat Oct 28, 2006 9:41 am

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 ;)
Last edited by u3dreal on Sun Oct 29, 2006 1:09 am, edited 3 times in total.

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Kosmokrator
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Post by Kosmokrator » Sat Oct 28, 2006 9:47 am

man u are perfect i will give a try...thnx
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afecelis
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Post by afecelis » Sat Oct 28, 2006 9:57 am

beta tester enrolled! :wink: perfect excuse to try and do that video tut, but you know how much I become a pain asking questions :D So expect some mail bugging you around, eheheheh :wink:

Great work. Trying it out now.
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u3dreal
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Post by u3dreal » Sat Oct 28, 2006 10:00 am

well i do ... ;) Don't use scale it seems indigo gets it the wrong way here ...

is there a way to inverse only rotational part of
a 3D matrix ???

cheers

u3dreal ;)
Last edited by u3dreal on Sat Oct 28, 2006 10:16 am, edited 1 time in total.

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psor
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Post by psor » Sat Oct 28, 2006 10:07 am

Thanx for the update! I'll test it out tomorrow. ;o))


take care
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afecelis
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Post by afecelis » Sat Oct 28, 2006 10:32 am

ok, you asked for it! :wink: here we go! 1st one:
Image
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u3dreal
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Post by u3dreal » Sat Oct 28, 2006 10:37 am

Can you send me the scene ??

cheers

u3dreal ;)

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Post by Kosmokrator » Sat Oct 28, 2006 10:39 am

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.
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u3dreal
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Post by u3dreal » Sat Oct 28, 2006 10:45 am

Yeah thats a known.. ;)

cheers

u3dreal ;)

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u3dreal
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Post by u3dreal » Sat Oct 28, 2006 11:10 am

Ok here is a workaround for the scale..

select object after scaling .. go to

Image

and press reset scale.. ;)

hope this will only be a workaround for very short time..

@Nick you have an idea on what's could be done to solve this ??

cheers

u3dreal ;)

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afecelis
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Post by afecelis » Sat Oct 28, 2006 11:15 am

u3dreal wrote:Can you send me the scene ??
cheers
u3dreal ;)
It's the usual scene I always start off with, 3 spheres, a floor plane and a mesh emitter:
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 :wink:
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Post by Kosmokrator » Sat Oct 28, 2006 11:25 am

wow afecelis
are u serius??? u use a kerkithea emitter material for indigo??? :roll: :roll: try the indigo emitter man... :wink:
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u3dreal
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Post by u3dreal » Sat Oct 28, 2006 11:37 am

Thanks Kosmo you solved it.. thanks . !!!

MAKE SURE YOU CHECK "Affect Object only" when resetting scale... i might add that if possible..

cheers

u3dreal ;)

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Post by Kosmokrator » Sat Oct 28, 2006 11:44 am

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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afecelis
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Post by afecelis » Sat Oct 28, 2006 11:50 am

Is that really what I did? :oops: :oops: :oops: It's a problem when you work with both renderers back and forth so much! :oops: 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 :wink: 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? :wink:
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