Indigo Exporter for 0.7t5 - beta release
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
* 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
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
* 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
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
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
- 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 (if not they will need to learn ))
- 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
- 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 (if not they will need to learn ))
- 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
mihai at the m~r-forum:fused wrote:- ill make it [0.9 0.9 0.9], with 0.8 it looks to greyish
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)
no big problemfused wrote:- no numbers, no dots (and i dont know why)
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:- 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 (if not they will need to learn ))
Afaik no, bidir works only in combination with mlt - you see, pretty confusing that way isnt it?fused wrote:- cant i use pathtracing with BiDir enabled? (if BiDir would be working that is)
have fun,
manitwo
ok, thank you! (but think about the long name ^^)ill make a checkbox "calculate AR from render settings" (or sth like that)
Last edited by manitwo on Wed Mar 07, 2007 9:37 pm, edited 1 time in total.
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