Actual exporter for the mac-people!
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
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C4D11 file type is compatible to the C4D10 file system... so your files created/saved with the C4D11 Demo will be still usable for your C4D10.5 on the Mac...
So you really only win by trying it.... much better than waiting, or even use a very very old cindigo mac build that is also limited to a very very old Indigo build...
Think about it!
So you really only win by trying it.... much better than waiting, or even use a very very old cindigo mac build that is also limited to a very very old Indigo build...
Think about it!
polygonmanufaktur.de
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
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Just a small suggestion for the exporter:
Would it make sense if every Material Helper Tag contains a text area, where you can paste hardcode from the material database by hand?
With a checker box at the top/side, wich says that this code overrides all other material settings?
I think this could be very comfortable instead of editing the *.igs-file in a text editor.
This way, all settings would remain where they have to be, in the origin scene.
I personally looked at the ghostglass-material, and because of that this idea came up my mind.
What do you think?
Cheers, David
Would it make sense if every Material Helper Tag contains a text area, where you can paste hardcode from the material database by hand?
With a checker box at the top/side, wich says that this code overrides all other material settings?
I think this could be very comfortable instead of editing the *.igs-file in a text editor.
This way, all settings would remain where they have to be, in the origin scene.
I personally looked at the ghostglass-material, and because of that this idea came up my mind.
What do you think?
Cheers, David
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
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btw: igm import reads old style mats only.
edit:
zeitmeister, about your idea:
i thought about this a few times in the past. it brings a few problems, like finding out the material name (or the user has to name the c4d exactly like the mat in the igm).
of course i could do this with the xml parser i use, but then theres the problem of finding the root material (which i actually solved, but only for the igm export, what would mean id have to generalize the function further or write a new one...)
or i put it in and just dont care about people complaining
edit:
zeitmeister, about your idea:
i thought about this a few times in the past. it brings a few problems, like finding out the material name (or the user has to name the c4d exactly like the mat in the igm).
of course i could do this with the xml parser i use, but then theres the problem of finding the root material (which i actually solved, but only for the igm export, what would mean id have to generalize the function further or write a new one...)
or i put it in and just dont care about people complaining
Last edited by fused on Thu Oct 02, 2008 3:36 am, edited 2 times in total.
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
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One last thing:
Can you give me a hint which material functions ar being supported by the old mac exporter?
I tried to simulate a wood floor, and therefor I need color maps, bump map and specular/reflection/whatever map. What is being regarded by te old exporter and what not?
I used phong for the material, but the reflections are too sharp, the bumpmap too weak and a specular map doesn't semm to be regarded.
Can you give me a few hints about that?
Thanks very much in advance!
Can you give me a hint which material functions ar being supported by the old mac exporter?
I tried to simulate a wood floor, and therefor I need color maps, bump map and specular/reflection/whatever map. What is being regarded by te old exporter and what not?
I used phong for the material, but the reflections are too sharp, the bumpmap too weak and a specular map doesn't semm to be regarded.
Can you give me a few hints about that?
Thanks very much in advance!
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
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