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Download SkIndigo 1.0.5 here.

Use this version with Indigo 1.0.5.

INSTALLATION
1. Remove any previous versions of SkIndigo from your SketchUp/Plugins directory
2. Copy SkIndigo.rb into your SketchUp/Plugins directory
3. Copy the SkIndigo folder into your SketchUp/Plugins directory
4. Run SketchUp

#Version 1.0.5

#Added: region rendering
#Added: Advanced Texture Editor
#Added: support for a,c, and gamma texture attributes
#Changed: all textures exported in JPG format (BMP, GIF, TIF, all PNG should now work except for grayscale textures)
#Changed: replaced cube preview scene with new fast cube preview scene
#Added: Lambertian material preset
#Changed: made IGM export compliant with new proposed IGM spec
#Changed: improved IGM loading code and fixed some bugs
#Changed: SUpreviews folder moved to the SkIndigo directory
#Changed: thumbnails saved in the indigo/SUthumbnails directory (cannot be changed)
#Changed: exported textures filenames converted to material name at export time (removes texture naming conflicts)
#Fixed: export selection only

Please let me know of any bugs. Thanks!

Whaat


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Indigo 100
Thanks!


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AWESOME!! Thanks Whaat!! :D


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Nice one Whaat.
Did implementing render regions pose any problems?


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Indigo 100
Hi whaat!
Just downloaded your latest release and it works perfectly! :D
I'm not a developer, but as a user i think you did an excellent job!

Nice idea to have a popup window to remember we use camera setting when rendering a region!

The only thing i can't understand is how to open up the advanced texture editor.. :?

How can i?

THANK YOU A LOT!!


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OnoSendai wrote:
Nice one Whaat.
Did implementing render regions pose any problems?

It was a bit of pain to implement the interface. I didn't want to be lazy and have the user have to manuallly input the x,y coordinates. It took some time to figure out how to get the region coordinates from a selection window (and to get it working right).

Camera tonemapping is forced if the user wants to region render. It would be nice if you could get region rendering to work with Reinhard (even if it is a bit of a hack)

Region rendering seemed to work fine in all my tests. Nice job, Ono!


Last edited by Whaat on Fri Jan 18, 2008 2:44 am, edited 1 time in total.

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Pibuz wrote:
The only thing i can't understand is how to open up the advanced texture editor.. :?

How can i?

I didn't want to make it too obvious because it's not a feature for beginners :wink: .

(Let me know if you still can't find it...)


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Hi,
I keep getting this error message when trying to export scene from sketchup 6:
Quote:
SceneLoaderExcep: Found unexpected element 'aperture_shape' in element 'camera'. (Around line 36, column 13)
Fatal Error: SceneLoaderExcep: Found unexpected element 'aperture_shape' in element 'camera'. (Around line 36, column 13)


I'm not really sure if this has anything to do wyth exporter? Can anyone help me with this?

Thanks in advance
Grzegorz


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whats the a,b,c in the texture editor?


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tonyrockyhorror wrote:
Hi,
I keep getting this error message when trying to export scene from sketchup 6:
Quote:
SceneLoaderExcep: Found unexpected element 'aperture_shape' in element 'camera'. (Around line 36, column 13)
Fatal Error: SceneLoaderExcep: Found unexpected element 'aperture_shape' in element 'camera'. (Around line 36, column 13)


I'm not really sure if this has anything to do wyth exporter? Can anyone help me with this?

Thanks in advance
Grzegorz

You need to use Indigo 1.0.5. You are using an older version. There is a file in your SketchUp/Plugins directory called 'indigo_1_0_5_path.txt' Open this file and make sure it points to the correct version of Indigo. If it doesn't, delete this file and restart SketchUp.


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xrok1 wrote:
whats the a,b,c in the texture editor?

Check the Indigo manual.

Also..I'm sure Kram would be happy to explain them to you. :wink: :P


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Lol
Actually, that was the first time, I didn't want to (too tired) but when you ask me for, that "kind" ^^


SOOOOO

A B and C are for Indigo to know, how to interpret the textures.
Standard usually is

A 0 B 1 C 0

This is translated as "the darkest colour is pure black, the brightest colour is pure white" - B stands for the brightest colour and C for the darkest.
A is a value, you'll want to change VERY seldom. It strongly increases the contrast... Which also is done by the difference of B and C...

For albedo maps (colour maps) the standard settings should be just fine.
Maybe, you'll want to give slightly higher C, if your texture has (quite big) black parts, as pure black might look odd, especially in combination with reinhard tonemapping.

For Blend maps, the Standard settings are recommended.

For Exponent maps, B and C give the actual exponent. I wonder, how they are defined... If the values are tweaking the exponent 1:1, the default value will be quite useless...
In that case (and I don't know, IF it is the case), you'll need to set your B to the maximum Exponent you want to use (Exponent infinite = fully specular) and your C to the minimum Exponent, you want to use. (Exponent of 0 = fully Diffuse)

For Bumps, your B value sets your bumpiness... As a B of 1 gives extremely deep bumps, already, I guess that it's translated in meters. So, if you roughly know how deep the bumpmap actually is, translate that depth to meters and use it as your B :) - Here, pure blacks might also look strange, so you'll want to slightly increase your C, too


Ok.... Now to the A value:
The three values translate the texture's pixels in Ax²+Bx+C=interpreted Value (Where x is the R G and B values of the image)

So, if you change all your Bs to 0 and therefore put the same values in A, you actually translate the image to have a quadratic gradient, resulting in sharper appearance... Overally, it might not be the easiest value to control, but under circumstances, especially where you need contrast, it could be very useful :)
You might want to try it on bump- and exponent maps... albedo and especially blend maps most likely come out weird.

One more thing: Indigo uses normalized colours... So, if you want to increase the darkest colour of your image by 1 of 255 possible steps, you need to add 0,00392 to the C-value.
The conversion is simple: If you want to convert any value from palette RGB to Normalized RGB, you simply need to divide your value by 255.
The other way round works via multiplying 255, obviously.

I hope, this is helpful.
And I hope, a(n if needed) corrected and maybe illustrated version of this comes into the manual...
Which I hope gets updated soon.


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Indigo 100
Thanks Kram :D !

You should consider sticking this in the Wiki...!


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No problem.
Though, the question *just* was posted again :?
Indigo's Manual needs to be updated SOO badly....


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thanks


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