Cindigo 2.0.X progress

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fused
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Re: Cindigo 2.0.X progress

Post by fused » Tue May 05, 2009 8:41 pm

zeitmeister wrote:ROFL! A nice scene, with 6 to 7 omnis as fill-lights, HDRI and sunsky... :D
so you dont like the it? :(

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Re: Cindigo 2.0.X progress

Post by pixie » Tue May 05, 2009 8:44 pm

fused wrote:
zeitmeister wrote:ROFL! A nice scene, with 6 to 7 omnis as fill-lights, HDRI and sunsky... :D
so you dont like the it? :(
What he doesn't have to like? :?:

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Re: Cindigo 2.0.X progress

Post by fused » Tue May 05, 2009 9:00 pm

pixie wrote:What he doesn't have to like? :?:
It just sounded like he does not like the light conversion stuff :)

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Re: Cindigo 2.0.X progress

Post by pixie » Tue May 05, 2009 9:14 pm

fused wrote:
pixie wrote:What he doesn't have to like? :?:
It just sounded like he does not like the light conversion stuff :)
I think he's praising the light system :P

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Re: Cindigo 2.0.X progress

Post by zeitmeister » Tue May 05, 2009 11:10 pm

Sort of! ;-)

Honestly:
the light conversion does make very much sense, having in mind to see something in C4D what comes close to the idea of the expected result in Indigo.
Example: when I place just planes with an emitter material in my C4D-scene, I see nothing... in the C4D editor window.
If I could place area lights instead, which are being converted automatically to emittive planes when being exported to Indigo, I get a much better idea of what is happening in my scene in the C4D editor window.

So please please implement it! :-)
It will put Indigo and C4D visually much closer together.

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Re: Cindigo 2.0.X progress

Post by fused » Wed May 06, 2009 2:30 am

zeitmeister wrote:Sort of! ;-)

...

So please please implement it! :-)
It will put Indigo and C4D visually much closer together.
did it, nearly done with it.
tonight i will spend some time on the custom ies feature Zom-B suggested. its gonna be awesome :)

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Re: Cindigo 2.0.X progress

Post by pixie » Wed May 06, 2009 3:11 am

fused wrote:
zeitmeister wrote:Sort of! ;-)

...

So please please implement it! :-)
It will put Indigo and C4D visually much closer together.
did it, nearly done with it.
tonight i will spend some time on the custom ies feature Zom-B suggested. its gonna be awesome :)
Don't forget my suggestions either :D

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Re: Cindigo 2.0.X progress

Post by carsten_fokuspunkt » Wed May 06, 2009 4:23 am

it sounds very promising fused!!!

hope, you got it tonight :)

looks like my license of indigo will be useful in future.

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Re: Cindigo 2.0.X progress

Post by fused » Wed May 06, 2009 11:51 am

pixie wrote:Don't forget my suggestions either :D
Of course not :)

here are some pictures with random c4d light tests, you will be able to contol them a bit more with a light tag, but this is not implemented yet (the very same light tag that was used for the meshlights back then).
other.jpg
other.jpg (115.14 KiB) Viewed 4651 times
arealightshape.jpg
arealightshape.jpg (81.71 KiB) Viewed 4651 times
omnilights.jpg
omnilights.jpg (141.06 KiB) Viewed 4650 times
rectanglearea.jpg
rectanglearea.jpg (101.3 KiB) Viewed 4651 times
spotlights.jpg
spotlights.jpg (109.85 KiB) Viewed 4653 times
the spotlights are using a default.igs for now, havent started coding the IES stuff.

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Re: Cindigo 2.0.X progress

Post by zeitmeister » Wed May 06, 2009 6:04 pm

Oh....
nicenicenice!

One question: do you always attach a light tag or a light normalisation tag to emitting meshes?
I never understood the difference completetly...

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Re: Cindigo 2.0.X progress

Post by fused » Wed May 06, 2009 6:33 pm

zeitmeister wrote:Oh....
nicenicenice!

One question: do you always attach a light tag or a light normalisation tag to emitting meshes?
I never understood the difference completetly...
the light normalization tag is only for emitting materials(you need to attatch it to an object and then set the material in the the tag to a material that should be scaled on the mesh), but its obsolte. i think i transfered the settings to the material helper, or not?

but wait, ur on a mac right? i think that might have been in RC4...

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Re: Cindigo 2.0.X progress

Post by pixie » Wed May 06, 2009 8:59 pm

fused wrote:
zeitmeister wrote:Oh....
nicenicenice!

One question: do you always attach a light tag or a light normalisation tag to emitting meshes?
I never understood the difference completetly...
the light normalization tag is only for emitting materials(you need to attatch it to an object and then set the material in the the tag to a material that should be scaled on the mesh), but its obsolte. i think i transfered the settings to the material helper, or not?

but wait, ur on a mac right? i think that might have been in RC4...
Well... you could have the same light material applied in different objects and yet having each one a different strengh.

Well I can name yet again my suggestions:
- automatic setting of scale acccording to the cinema own settings
- chosing the scale where user wants to work (wether mm, cm, dm, m,...) according to the unit
- aknowledgment of the sun object/Sky(with background) automatically
- Global a) b) c) for each and every texture Albedo
- Global/Local a) b) c) applied also to the RGB colors
- removing the height/width from camera tag or create a different tag...
Last edited by pixie on Wed May 06, 2009 9:14 pm, edited 2 times in total.

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Re: Cindigo 2.0.X progress

Post by fused » Wed May 06, 2009 9:04 pm

pixie wrote:Well... you could have the same light material applied in different objects and yet having each one a different strengh.
Yes, that is why i made the normalization tag in the first place, but it really is so very impractical that i decided making a new material everytime you want a different strenght should be better.

it also takes away some complexity. all settings in 1 object right where you need it.

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Re: Cindigo 2.0.X progress

Post by pixie » Wed May 06, 2009 9:12 pm

fused wrote:
pixie wrote:Well... you could have the same light material applied in different objects and yet having each one a different strengh.
Yes, that is why i made the normalization tag in the first place, but it really is so very impractical that i decided making a new material everytime you want a different strenght should be better.

it also takes away some complexity. all settings in 1 object right where you need it.
I like the normalization tag, it makes me feel important! :D Anyhow, if light tags are to return to the lights it will be the same I guess

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Re: Cindigo 2.0.X progress

Post by fused » Wed May 06, 2009 9:22 pm

pixie wrote:I like the normalization tag, it makes me feel important! :D Anyhow, if light tags are to return to the lights it will be the same I guess
Yes but note that in future versions you cannot use light tags on meshes, because mehlights are not supported by indigo anymore.

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