Cindigo 0.9 - beta 2

Announcements, requests and support regarding the Cinema 4D exporter
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fused
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Post by fused » Thu Sep 27, 2007 8:18 pm

CoolColJ wrote:With all sliders to the left showing 0,0,0 you also see white on the screen and black on the right with 1,1,1
but there is nothing you can do about that in C4D, unless you somehow invert the colour and values shown in C4D
this is a good idea. and if i get around coding a customGUI for rgb, this will be a feature. this and rgb values over 1.
CoolColJ wrote:On the internet it's not easy to communciate things with typed words
true.

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fused
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Post by fused » Thu Sep 27, 2007 8:30 pm

updated the exporter. the texture bug is fixed and white now means there is no absorption.

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fused
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Post by fused » Sat Sep 29, 2007 5:51 am

CINDIGO 0.9 - BETA 2

download exporter:
PC Version

(or below)

The file contains PC versions for R10 and R9. (R10 users will have to rename the "cindigo0.9.2.cdl_R10" to "cindigo0.9.2.cdl")

please tell me if you find bugs or have specific requests. i will try to fix/implement as fast as possible.

new in 0.9 - beta 2:

* exported meshs are stored in a sub directory
* export without geometry (in the render settings tag)
* export .igm (in the material helper tag, not for blend mats atm)
* about (finally! not final, though)
* there is some ray_origin_nudge_distance scaling going on, if there are problems with that, let me know (scenes with scales > 1000 are possible now)
* exponent maps (put the map in "Specular Color")
* textured emitters (put a material with a texture in the color channel on an object with a light tag. no material helper needed)
* objects that are set "invisible in render" dont get exported (if a child of these objects is set "visible in render" it gets exported)


fixed-list 0.9 - beta 2:

* Blend mats
* other stuff i probably forgot about
* rotation bug and other mesh stuff, normals
* scale (thanks marcofly)
* if a channel is deactivated the texture doesnt get exported (finally found a way)


known bugs/issues 0.9 - beta 2:

* only UVW-mapping supported
* export and run (has a gui, but its not working atm)
* instances might not work in special cases


features to come in 0.9 - beta 3(or later): (for preventing double and tripple requests)

* .igm import
* better .obj export
* copy textures
* export and run
* material previews
- tell me if i forgot sth!


let me know if sth is not working :!: :!:


a good tutorial can be found here (only german and italian, hope someone will translate it to english soon).

extraextra: a little baking tutorial
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Cindigo0.9b2_4.zip
cindigo 0.9b2.4
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Last edited by fused on Tue Oct 09, 2007 6:11 pm, edited 1 time in total.

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Pinko5
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Post by Pinko5 » Sat Sep 29, 2007 8:51 am

woowwwwwww Fused....tnx!!!!!!!!!
Pinko. ;)

Hris
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Thank you for your harb JOB

Post by Hris » Sun Sep 30, 2007 12:22 am

Mr. Fused, thank you for your very hard job. I downloaded new version of exrporter, and i'm happy that is still in development:)
Big greetings from Poland!

Hris

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Labello
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Post by Labello » Mon Oct 01, 2007 1:05 am

What does "Better OBJ-export" mean?

would it be possible to automatically bakethe shaders shaders and so on to a texture? but im not shure wether this fits to your actuall concept of creating materials...

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fused
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Post by fused » Mon Oct 01, 2007 11:09 pm

Labello wrote:What does "Better OBJ-export" mean?
it will support multiple materials on one object (via selection tag), better mapping support(not only uvw) and hopefully i can optimize the texture coodinates a bit (too many exported, obj files tend to be VERY large).

Labello wrote:would it be possible to automatically bakethe shaders shaders and so on to a texture? but im not shure wether this fits to your actuall concept of creating materials...
This is on my to do list. but dont expect it before Cindigo 0.9 beta 4 :)

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mrmoose
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Post by mrmoose » Tue Oct 02, 2007 2:08 am

fused wrote:it will support multiple materials on one object (via selection tag), better mapping support(not only uvw) and hopefully i can optimize the texture coodinates a bit (too many exported, obj files tend to be VERY large).
Does it mean that now Cubic or Spere mapping are supported? And selection-tag too? It would be great!!!

Thanks fused :wink:

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fused
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Post by fused » Tue Oct 02, 2007 3:52 am

not now. but someday in the future.

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CoolColJ
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Post by CoolColJ » Tue Oct 02, 2007 11:27 am

peak lights are broken I think

this is all I see in the scene file

Code: Select all

    <meshlight>
        <!--Sphere-->
        <scale>0.01</scale>
        <pos>0 6 4.58</pos>
        <rotation>
            <matrix>1.00000 0.00000 0.00000 0.00000 1.00000 0.00000 0.00000 0.00000 1.00000</matrix>
        </rotation>
        <mesh_name>Water with Light0</mesh_name>
        <spectrum />
    </meshlight>
I guess you haven't properly added them in yet since there are no settings for it Cindigo

kadajawi
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Post by kadajawi » Wed Oct 03, 2007 6:05 am

Great fused :) Textured emitters work :) But is it possible to get the textured emitter glossy? The screen and buttons are supposed to reflect some light, I think I'll have to blend 2 materials to get that? Would be nice to be able to set it in a material tag :)

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Kram1032
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Post by Kram1032 » Wed Oct 03, 2007 6:17 am

textured emitter? I think, no-one tried, yet...
It might never work, as indigo (in case of standard lights) kills any ray, that hits the surface (== totally black diffuse) - I dunno, if textured emitters are handled differently, though.

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suvakas
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Post by suvakas » Wed Oct 03, 2007 6:20 am

kadajawi wrote:Great fused :) Textured emitters work :) But is it possible to get the textured emitter glossy? The screen and buttons are supposed to reflect some light, I think I'll have to blend 2 materials to get that? Would be nice to be able to set it in a material tag :)
Ehm..Once again - emitters in Indigo are not materials !!!

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Post by kadajawi » Wed Oct 03, 2007 6:26 am

Oh, ok. So it's a limitation of Indigo, I see. Guess I'll have to use the old method of blending materials then.

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CoolColJ
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Post by CoolColJ » Wed Oct 03, 2007 2:09 pm

Fuse

Cindigo crashed when there are no C4D materials assigned to a Cindigo Blend material tag's 2 channels upon export

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