Indigo 2.2.2 Beta with new material editor
- pixie
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Re: Indigo 2.2.2 Beta with new material editor
In media I would go for the inverse color. I think that's a bit hard to think : I want that kind of orange transparent glass therefore I will tweak this much amount of blue absortion.
There's something that might be a bit more tunned, one thing I dislike is having to actually delete before i can write any number, i also cannot make use of the point present in my numpad since it only accept virgules, and finally it doesn't remember the path of the textures so that I have to dwell all over for those. If you change the material type it trash all the previous settings.
There's something that might be a bit more tunned, one thing I dislike is having to actually delete before i can write any number, i also cannot make use of the point present in my numpad since it only accept virgules, and finally it doesn't remember the path of the textures so that I have to dwell all over for those. If you change the material type it trash all the previous settings.
Re: Indigo 2.2.2 Beta with new material editor
Yeah...that's a major annoyance for me too.pixie wrote:If you change the material type it trash all the previous settings.
Re: Indigo 2.2.2 Beta with new material editor
Heya !
Yes psor, you are refering to man-hours work when talkin about hiring some extra cap I guess, but you know that we have one good horse and it's good to spare it also.
Were you yourself eating uranium raw or you found some way to pump through the non-universe ??? ;D
Being good points exposed, your stance was alarmist in my opinion, but well you were answered already :)
Simply, I didn't had an occasion to see what the A parameter was doing, and isn't there is something about alpha (nts: I meant gamma) and realism ? Tonemapping yes, but also being able to render a more peachy texture without the extra 2d processing steps (loadinto2deditor-tweak-save-woops(thats me)-(load) tweakagain save), kind of valuable.
Yes psor, you are refering to man-hours work when talkin about hiring some extra cap I guess, but you know that we have one good horse and it's good to spare it also.
Were you yourself eating uranium raw or you found some way to pump through the non-universe ??? ;D
Being good points exposed, your stance was alarmist in my opinion, but well you were answered already :)
Huho, what amethyst ? How old is it ?Ok, the amethyst zip is probably invalid.
Well if they can take the ugly GUI for now let's disagree with hiding parameters... j/k! my position is that they are usable for some specific techniques, and also that reducing Indigo abilities into a tighter set is still good if it is not necessarily a closed set.OnoSendai wrote:I hid a and exponent, becuase I don't think the vast majority of users need to use them. Do you disagree?ZomB wrote:I also miss the A parameter for textures... B and C is present... but A is lost... also no Texture Exponent to find anywhere!
Simply, I didn't had an occasion to see what the A parameter was doing, and isn't there is something about alpha (nts: I meant gamma) and realism ? Tonemapping yes, but also being able to render a more peachy texture without the extra 2d processing steps (loadinto2deditor-tweak-save-woops(thats me)-(load) tweakagain save), kind of valuable.
Re: Indigo 2.2.2 Beta with new material editor
yes, pick filename and choose path/folder where to save itOnoSendai wrote:Hi Jambert, do you mean that you would like to be able to pick the filename that the material is uploaded as?Jambert wrote:would be nice to select folder where material is uploaded
thx
Re: Indigo 2.2.2 Beta with new material editor
First of all thanks for this detailed answer Ono, I appreciate this!
Cindigo simply uses this material system for its own proposes, so you directly feel "home" when creating Indigo materials... a quick preview is also possible by pressing a button, a ISL code Shader works well too. BIG BANG BENEFIT here is the usability of baking C4D Shaders (that you know for years and can tweak very well!) to texture to use them in Indigo...
Since Cindigo workflow is so organic and fluid to a C4D user its simply makes no sense to use a external Application for material generation... this is NOT NEEDED...
Herer is the big Point guys... if material creation is awesome realized in the 3D application no material editor is needed!
Psor talkes about how hard this is to manage to change stuff for all X exporters... m8, I simply don't care how much this work sucks!!! Playing the commercial game this argument is obsolete. The "Need" for a material Editor is based on 2 things:
1: not optimal usable Exporters in Case of Material Handling
2: Listening to some n00bisch whiny requests of 14 years old in the Forum about Material Editors instead of focusing on Professional workflow & users!!!!!!
A Material Editor is simply a big Candy for the community to let them forget and apologize about bad Exporters! This safes money and work for the company, but the workflow for the user gets more complex and complicated. Me and others simply don't want to learn how to use more software, keep it smart and simple!
At the moment the Connection to the MatDB is the biggest benefit for the Material Editor, but this is something that can and should be implemented into the Exporters.
The Point here is, that being a 3D application user that works with it quite some time, you're used to the material system and the way stuff works and looks like!OnoSendai wrote:In what way? If you can list specific points I would be happy to work on them.ZomB wrote:I still think creating materials is more intuitive in cindigo but well...
Cindigo simply uses this material system for its own proposes, so you directly feel "home" when creating Indigo materials... a quick preview is also possible by pressing a button, a ISL code Shader works well too. BIG BANG BENEFIT here is the usability of baking C4D Shaders (that you know for years and can tweak very well!) to texture to use them in Indigo...
Since Cindigo workflow is so organic and fluid to a C4D user its simply makes no sense to use a external Application for material generation... this is NOT NEEDED...
Herer is the big Point guys... if material creation is awesome realized in the 3D application no material editor is needed!
Psor talkes about how hard this is to manage to change stuff for all X exporters... m8, I simply don't care how much this work sucks!!! Playing the commercial game this argument is obsolete. The "Need" for a material Editor is based on 2 things:
1: not optimal usable Exporters in Case of Material Handling
2: Listening to some n00bisch whiny requests of 14 years old in the Forum about Material Editors instead of focusing on Professional workflow & users!!!!!!
A Material Editor is simply a big Candy for the community to let them forget and apologize about bad Exporters! This safes money and work for the company, but the workflow for the user gets more complex and complicated. Me and others simply don't want to learn how to use more software, keep it smart and simple!
At the moment the Connection to the MatDB is the biggest benefit for the Material Editor, but this is something that can and should be implemented into the Exporters.
- PureSpider
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Re: Indigo 2.2.2 Beta with new material editor
fused is doing so atm, isn't he?!ZomB wrote:At the moment the Connection to the MatDB is the biggest benefit for the Material Editor, but this is something that can and should be implemented into the Exporters.
- pixie
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Re: Indigo 2.2.2 Beta with new material editor
I couldn't agree less, cindigo owns material system has it's own flaws, which to me start by the time taken to actually see the result, while not directly a cindigo flaw it's a flaw nonetheless. With indigo material editor I can interact with the material in a way that I cannot in cindigo, and can from the experience gathered in trough the cindigo own material editor.ZomB wrote:Since Cindigo workflow is so organic and fluid to a C4D user its simply makes no sense to use a external Application for material generation... this is NOT NEEDED...
If I'm tweaking the amount of exponent, SSS, etc... in a given material I can do it almost real-time in Indigo Material Editor (IME), in cindigo I don't even bother with the hassle. I'll give you that IME might not be the day to day tool I'll use to create materials, I'll keep on relying on past experience and use cindigo owns editor most of the times but IME surely is a great learning tool and pretty much desired, at least from my perspective.
Re: Indigo 2.2.2 Beta with new material editor
I don't get your point here, in Cindigo its as simple... change settings and hit the preview button, same as IME!pixie wrote:If I'm tweaking the amount of exponent, SSS, etc... in a given material I can do it almost real-time in Indigo Material Editor (IME), in cindigo I don't even bother with the hassle.
Where is the ultra awesomeness of IME that roxx here so hard??? Startup time of saving and showing the preview can be tweaked in future versions!
And even if there is some killer feature that I simply don't get from your post, I'm sure its realizable in a exporter too!
Last edited by Zom-B on Sun Oct 04, 2009 1:03 am, edited 1 time in total.
Re: Indigo 2.2.2 Beta with new material editor
lets say I'm gathering information on how to do soPureSpider wrote:fused is doing so atm, isn't he?!ZomB wrote:At the moment the Connection to the MatDB is the biggest benefit for the Material Editor, but this is something that can and should be implemented into the Exporters.

- pixie
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Re: Indigo 2.2.2 Beta with new material editor
IME is faster, I happen to like speed... ;) As far as cindigo speed goes, I don't know if it can be tweaked as far as IME unless the indigo sdk is somehow to be used.ZomB wrote:I don't get your point here, in Cindigo its as simple... change settings and hit the preview button, same as IME!pixie wrote:If I'm tweaking the amount of exponent, SSS, etc... in a given material I can do it almost real-time in Indigo Material Editor (IME), in cindigo I don't even bother with the hassle.
Where is the ultra awesomeness of IME that roxx here so hard??? Startup time of saving and showing the preview can be tweaked in future versions!
And even if there is some killer feature that I simply don't get from your post, I'm sure its realizable in a exporter too!
Last edited by pixie on Sun Oct 04, 2009 1:56 am, edited 1 time in total.
Re: Indigo 2.2.2 Beta with new material editor
go nag Maxon for using Quicktime for png loading...
Re: Indigo 2.2.2 Beta with new material editor
Why don't you tell this before m8 :)pixie wrote:IME is faster, I happen to like speed... ;)
I really can live without a preview image after 1 second, since looking at a very noisy image isn't my idea of a (usable) preview. But you are right speed is good, I like it too... simply by raising the saving interval for preview rendering in cindigo IME looses this killer feature... I hope you get my point!
Why investing a lot and lot of man hoers into something that should already be obsolete by the work of the exporter writers...
- pixie
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Re: Indigo 2.2.2 Beta with new material editor
I now have a core i7 =)ZomB wrote:Why don't you tell this before m8 :)pixie wrote:IME is faster, I happen to like speed... ;)
I really can live without a preview image after 1 second, since looking at a very noisy image isn't my idea of a (usable) preview. But you are right speed is good, I like it too... simply by raising the saving interval for preview rendering in cindigo IME looses this killer feature... I hope you get my point!
Why investing a lot and lot of man hoers into something that should already be obsolete by the work of the exporter writers...
Re: Indigo 2.2.2 Beta with new material editor
But not any longer.fused wrote:go nag Maxon for using Quicktime for png loading...
As far as I know, since the new R11.5 it's native!
Re: Indigo 2.2.2 Beta with new material editor
Ah, I see. the C4d mat editor is more useful to you because it's integrated in C4d and is part of your existing workflow. Correct?ZomB wrote:
The Point here is, that being a 3D application user that works with it quite some time, you're used to the material system and the way stuff works and looks like!
The Indigo Material Editor is not supposed to be a replacement for the exporter material editors. I guess it could be considered as a temporary solution for some tasks that are not yet handled in exporter material editors.
It's also useful as a reference solution for exporter material editors. (although possibly in some cases it's not as easy to use or advanced as the current exporter editors)
For example, right now, it gives all Indigo users, regardless of 3d package, the capability to download, modify, upload, and otherwise easily use materials from the material database.
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