Search found 51 matches

Search found 51 matches
by Juniorsatan
Thu Dec 18, 2008 7:34 pm
Forum: Cinema 4D
Topic: igm export
Replies: 11
Views: 3086

Thanks, I'll give it a try.
by Juniorsatan
Thu Dec 18, 2008 10:52 am
Forum: Cinema 4D
Topic: igm export
Replies: 11
Views: 3086

*push*
by Juniorsatan
Thu Dec 11, 2008 11:10 am
Forum: Cinema 4D
Topic: igm export
Replies: 11
Views: 3086

Thanks fused.


But is there a way to edit the igs manually, so that I can use my Materials with bump and all the rest off it?

Couldn't manage it to include my extern exported .igm into the .igs correctly, even though there isn't much to edit, right?
by Juniorsatan
Thu Dec 11, 2008 8:17 am
Forum: Bugs and Requests
Topic: Request: Change num_threads on runtime
Replies: 21
Views: 2302

what about decreasing the priority of the indigo.exe process in the taskmanager? Will have the same effect.
by Juniorsatan
Wed Dec 10, 2008 7:34 pm
Forum: Cinema 4D
Topic: igm export
Replies: 11
Views: 3086

but the .igm is correctly, so that user users could use them (when the plugin supports it), right?
by Juniorsatan
Wed Dec 10, 2008 12:17 pm
Forum: Cinema 4D
Topic: igm export
Replies: 11
Views: 3086

That was an additional edit, wasn't it? ;p Tried and failed. That isn't the buggy point at all. igm now looks like this: <!--Generated by Cindigo 1.1.14--> <!--Using TinyXml--> <!--Developed by: Yves Collé aka 'fused'--> <scenedata> <material> <name>rust</name> <phong> <ior>1.3</ior> <texture> <uv_...
by Juniorsatan
Wed Dec 10, 2008 12:08 pm
Forum: Cinema 4D
Topic: igm export
Replies: 11
Views: 3086

But other igms like Portuguese Tile seem to work.
by Juniorsatan
Wed Dec 10, 2008 11:58 am
Forum: Cinema 4D
Topic: igm export
Replies: 11
Views: 3086

igm export

As I wanted to export a material with textures to an igm, I got a logical problem: When I tried to reload my igm into Cinema (import .igm), no textures and settings where saved. IIRC, Indigo has problems to read textures in subfolders, so I edited the paths of the igm and put them into the same fold...
by Juniorsatan
Sat Dec 06, 2008 5:08 am
Forum: Off Topic
Topic: Lighting Challenge
Replies: 22
Views: 3520

[...] http://img136.imageshack.us/img136/3728/portalswe6.png Is there something to be said against using one box around the whole building as an exit portal? maybe its a little bit faster if you have a cube without bottom over the scene, because you theoretical save the emitted light calculation fr...
by Juniorsatan
Sat Dec 06, 2008 4:23 am
Forum: Off Topic
Topic: Lighting Challenge
Replies: 22
Views: 3520

why?
by Juniorsatan
Sat Dec 06, 2008 3:53 am
Forum: Off Topic
Topic: Lighting Challenge
Replies: 22
Views: 3520

Is there something to be said against using one box arround the whole buildung as an exit portal?
by Juniorsatan
Thu Dec 04, 2008 11:25 pm
Forum: Works in Progress
Topic: Simple Renderings Thread
Replies: 4419
Views: 948760

some uncompleted boring renders:
by Juniorsatan
Sun Nov 30, 2008 1:07 pm
Forum: Works in Progress
Topic: Simple Renderings Thread
Replies: 4419
Views: 948760

suvakas wrote:Well..I'm afraid I don't have the xml.
I used the 3ds Max procedural tree model. I could try to export it to obj format if you want.
This would be great :)
by Juniorsatan
Sun Nov 30, 2008 11:39 am
Forum: Works in Progress
Topic: Simple Renderings Thread
Replies: 4419
Views: 948760

@suvakas:

Could you share the xml of your tree in the testrendering. my trees aren't that full of leafes.

Or tell me how u export it, when I increase, the export always stops at certain procents.
by Juniorsatan
Sun Nov 30, 2008 1:10 am
Forum: Bugs and Requests
Topic: Networkslave unable to open Camera_response_function file
Replies: 6
Views: 886

The igs from Cindigo 1.1.14:

Code: Select all

<camera>
  <film_iso>100</film_iso>
  <ev_adjust>0</ev_adjust>
  <response_function_path>D:\Philipp\indigo_v1.1.14\data\camera_response_functions\dscs315.txt</response_function_path>
</camera>
So it's not relative, isn't it?
Search found 51 matches