Indigo Exporter for 0.7t5 - beta release

Announcements, requests and support regarding the Cinema 4D exporter
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kadajawi
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Post by kadajawi » Wed Mar 07, 2007 7:46 am

Damn, wanted to suggest Cindigo, but while I was registering the name was suggested already. But I think Cindigo4D is even cooler. Nice name.

And nice work fused, my vote goes for null-objects, I make a lot of use of them, so that would be great :)

Nice to see how quick you progress :)

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fused
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Post by fused » Wed Mar 07, 2007 8:07 am

hi kadajawi and welcome aboard :)

yes i use null-objects very often too, im trying to find out how to export child objects of null-objects a for while... but... maybe soon...

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fused
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Post by fused » Wed Mar 07, 2007 11:15 am

just a little update!

Fixed camera export.

----------------------------

INDIGO EXPORTER FOR C4D 0.2.2b

download exporter here (or below)

the file contains "sampleScene.c4d" for everyone who still doesnt know how to setup stuff.

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


known bugs/issues 0.2.2b:

* objects grouped with null-objects wont be exported, will fix that sooner or later :P
* sometimes you have to guess the right fields, didnt find out how to hide them yet
* env maps are not supported yet
* textures are not supported yet

FIXED-list 0.2.2b:

* FIXED: camera "up" and "forwards" get exported now!
* FIXED: some strings
Attachments
Indigo Exporter 0.2.2b.zip
Indigo Exporter for Cinema4D 0.2.2b
(329.04 KiB) Downloaded 250 times

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manitwo
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Post by manitwo » Wed Mar 07, 2007 11:58 am

not necessary, but would be nice:
if theres no helper tag attached, use the color for the indigo-mats directly
from the c4d mats. (like bl's exported did)

edit: as you know pure white diffuse materials will result in longer rendertimes.
A default color of [0.8 0.8 0.8] will avoid atleast one beginner mistake.

edit2: found a bug: if i use numbers as material names i get an error when i try to render that scene.

edit3: another small "bug": the default "width x height" in the
rendersettings tag is "480 x 640" (which should be "640 x 480")

edit4: request: instead of "metropolis - true/false" and "bidir - true/false"
give the user the possibility to choose:
- Pathtracing Mode
- MLT Mode
- BiDir MLT Mode

edit5: i wonder if its better to hide the aspect ratio option and
compute this value with image width and height :? :wink:

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fused
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Post by fused » Wed Mar 07, 2007 8:27 pm

- ill make it [0.9 0.9 0.9], with 0.8 it looks to greyish

- no numbers, no dots (and i dont know why)

- i was also thinking about not showing aspectratio and calculate it. but not all users will use overrides (and i think everyone who uses a 3d app knows what aspect ratio is and should be able to calculate it :P(if not they will need to learn :D))

- cant i use pathtracing with BiDir enabled? (if BiDir would be working that is)

edit: yes i can, so ill let them choose from:
- Pathtracing Mode
- Pathtracing with BiDir
- MLT Mode
- MLT with BiDir

greetz
fused

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manitwo
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Post by manitwo » Wed Mar 07, 2007 9:20 pm

fused wrote:- ill make it [0.9 0.9 0.9], with 0.8 it looks to greyish
mihai at the m~r-forum:
Another very important point is since some of this light (EM radiation) is absorbed by the surface, there is no way the surface will reflect back to you as much light as it received. This is why you must avoid setting the reflection color to RGB 255 as that would mean the surface doesn't absorb any light and the result is you lose contrast and get much more noise, since Maxwell has to keep calculating light reflecting back and forth between objects. The amount of light that is reflected back from white paper for example, converted to RGB values, is about 218.

which is ~(0.85 0.85 0.85) :wink:
fused wrote:- no numbers, no dots (and i dont know why)
no big problem :wink:
fused wrote:- i was also thinking about not showing aspectratio and calculate it. but not all users will use overrides (and i think everyone who uses a 3d app knows what aspect ratio is and should be able to calculate it :P(if not they will need to learn :D))
what about a checkerbox "fixed aspect ratio" where the user can uncheck this and define a special aspect ratio if he wants to? by default it simply computes the aspect ratio with the image width and height. I for one never used a aspect ratio which isn't computed with width/height.
fused wrote:- cant i use pathtracing with BiDir enabled? (if BiDir would be working that is)
Afaik no, bidir works only in combination with mlt - you see, pretty confusing that way isnt it? :roll: :)

have fun,
manitwo

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fused
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Post by fused » Wed Mar 07, 2007 9:27 pm

then it shall be 0.85 :)

im rendering an image with AR = 1335 right now :P

ill make a checkbox "calculate AR from render settings" (or sth like that)

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manitwo
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Post by manitwo » Wed Mar 07, 2007 9:33 pm

ill make a checkbox "calculate AR from render settings" (or sth like that)
ok, thank you! 8) (but think about the long name ^^)
Last edited by manitwo on Wed Mar 07, 2007 9:37 pm, edited 1 time in total.

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fused
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Post by fused » Wed Mar 07, 2007 9:37 pm

he, i noticed what you was saying after i posted

so made a quick edit. not quick enough :(

ill think of a shorter name

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OnoSendai
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Post by OnoSendai » Wed Mar 07, 2007 9:50 pm

bidir can work without mlt.

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manitwo
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Post by manitwo » Wed Mar 07, 2007 10:00 pm

can work, but does it work? if yes - :oops:

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fused
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Post by fused » Wed Mar 07, 2007 10:06 pm

it doesnt. but it would if bidir was working ;)

Hris
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Post by Hris » Wed Mar 07, 2007 10:33 pm

Mr.Fused - your exporter works for me fine now:) (before i had a problems with export...cinema 4d was crashing every time...now it's much better) Thanku for your hard job:) i'm waiting for next release!!!!!!!!!!!!!!!!!!!!!:)

Greets from Poland
Hris

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Pinko5
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Post by Pinko5 » Thu Mar 08, 2007 3:05 am

Why in render rotate the camera???
I dont undestand this error???
Help me please.
Pinko. :cry:
Attachments
error.jpg
error.jpg (76 KiB) Viewed 3331 times

WLAD
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Post by WLAD » Thu Mar 08, 2007 4:16 am

use 3ds export. obj export is bugy. i have got the same problem with obj export.


WLAD

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