Indigo 0.7 test 6

General News and accouncements regarding the Indigo render engine
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dogfin
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Post by dogfin » Sun Apr 08, 2007 9:42 am

ZanQdo wrote:ohh bummer, I cant run this on wine anymore :-s asks for two dlls that I downloaded but gave errors
  • MSVCP71.dll
    MSVCR71.dll
Just grab them from ddl-files.com and unzip them into the same dir as indigo.exe. Works fine on my machine.

http://www.dll-files.com/dllindex/dll-f ... ml?msvcr71
http://www.dll-files.com/dllindex/dll-f ... ml?msvcp71

dogfin
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mcm
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Post by mcm » Sun Apr 08, 2007 12:28 pm

This is great stuff... I've spent so much time playing with Indigo the last several weeks. It's got me interested in Blender again.

I also get an fatal error using Bidir in this release: it says I must use meshes instead of planes... but I think I've deleted all the planes from the scene.

Wedge
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Post by Wedge » Sun Apr 08, 2007 1:38 pm

Thanks!! I have recently found time to try the resume feature and use your Violet program. All good stuff!
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zsouthboy
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Post by zsouthboy » Sun Apr 08, 2007 2:00 pm

Of course, I'll drop a line to say thanks for your hard work, Nick!

I have a feeling tracking down the rendering bugs at this stage of Indigo's development is... somewhere between not fun and annoying. :)

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Zom-B
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Post by Zom-B » Sun Apr 08, 2007 2:40 pm

great to see the next testversion Ono :D

Poorly my first test seems to show, that BiDir doesn't like alpha blended textures :-(
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F.ip2
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Post by F.ip2 » Sun Apr 08, 2007 3:53 pm

Path Tracing, MTL, BiDir,

ok, I did some research on the web to find out what this all means
in terms of what the pro and cons are. But I did not find the answers
I was looking for. Anybody could tell me the pros of all those three
render types?

and when should u use which?

claas
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CTZn
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Post by CTZn » Sun Apr 08, 2007 4:33 pm

@ZomB:
Known bugs:

* blend materials using null_material don't work properly.
I think this is the reason why :)

You're amazing, Ono. Althought I don't do 3d for months now, I'm still lovin this philosophy you have with Indigo, thx for that.

jnelso99
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Post by jnelso99 » Sun Apr 08, 2007 5:49 pm

Hi -

I'm a newbie, and I don't really want to cause a stir, but you're going to have some issues if you use the "igs" extension. For years, this has been commonly used for the IGES format, an international standard 3D file format:

http://www.nist.gov/iges/

dmn
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Post by dmn » Sun Apr 08, 2007 5:49 pm

Indigo 07t6 appears to work with Blendigo afaict. All I had to do was open the Indigowrapper.conf file in notepad and make it point to the new indigo directory. :D Yay bidir!

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OnoSendai
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Post by OnoSendai » Sun Apr 08, 2007 6:03 pm

jnelso99 wrote:Hi -

I'm a newbie, and I don't really want to cause a stir, but you're going to have some issues if you use the "igs" extension. For years, this has been commonly used for the IGES format, an international standard 3D file format:

http://www.nist.gov/iges/
aaah crap :(
Perhaps I'll change to .ins

jnelso99
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Post by jnelso99 » Sun Apr 08, 2007 7:19 pm

Sorry about that. But in this day and age, is there still any reason to limit file extensions to three characters?

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OnoSendai
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Post by OnoSendai » Sun Apr 08, 2007 7:22 pm

hmm, perhaps not.

.indigoscene perhaps? :P

jnelso99
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Post by jnelso99 » Sun Apr 08, 2007 7:29 pm

I doubt that there would be any conflicts with that! :lol:

Lord of the Rings Junkie
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Post by Lord of the Rings Junkie » Mon Apr 09, 2007 5:42 am

.indigo? Sort of like .blend for Blender! :D Um, what exporter do I use for test 7?

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Silverman
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Post by Silverman » Mon Apr 09, 2007 5:59 am

Lord of the Rings Junkie wrote:.indigo? Sort of like .blend for Blender! :D Um, what exporter do I use for test 7?
I agree. .blend works fine for Blender even in Windows environments and .indigo would be unambiguous.

The scene file itself is xml so we just need to define .indigo to have the text highlighting definitions of xml in our favorite script editor. :)

Doesn't Blendigo need to be changed to output scene files with the new extension? 8)

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