Indigo Exporter for 0.7t5 - beta release
Bugs & Requests
Hey fused, thanks x 100000 for the Update dude, here my Bugreport & Request etc., sure some things are mentioned before, but I tried to get a overview:
Bugs:
1) Big Meshes like imported PLY's don't export to .obj or .3ds files,
I don't know where is the border, but 400k polys is to much for sure!
**EDIT**
Sorry, a mistake... in the following Scene Structure, the mesh "neptun_high"
doesn't export because of the HyperNurbs "Branch".
(this also happens using arrays!)
2) Bump Maps get exported to XML even if they where deactivated in the Material settings of C4D's Material Editor.
3) Materials that gets Projected other than UVW Mapping,
don't get exported right using obj export, while 3ds Export converts the Texture position correctly to UVW,
OBJ Export doesn't!
4) -
5) The Exporter exports every Sphere & Plane in the Scene using Indigo Primitives,
even if they have no material or Indigo Tag attached (using DefaultMat)...
Is this is a feature or a Bug???
6) plane primitives always get exported as infinite planes!
7) OBJ auto triangulation just work on Mesh objects, C4D primitives that are not "broken"
to mesh objects don't get triangulated during export (works fine for 3Ds export!).
C4D Primitives only gets exported if Object tag is applied
(besides Spheres and Plane C4D primitives, that get exported always!)
8 ) The uniform for <absorption_coefficient_spectrum> gets exported wrong, it is:
Its should be:
9) Henyey Greenstein could be RGB too, not only uniform!
10) Mesh lights get exported to 3DS even if obj Export in light Tag settings is enabled
11) -
12) If you don't check the "Export Settings to XML" checkbox
from the Indigo render Settings Tag, the camera doesn't get exported too
13) Exporting a Object inside a HyperNurb, correctly divides the Mesh(besides seee bug 7), but the Normal smoothing is set to false, even if enabled in the object tag on the HyperNurb
Request:
a) PLY Placeholder:
to work smoothly with PLY Models inside C4D, a simple low-Poly object (reduced PLY in Meshlab) could be used to determine the rotation scale and position in the scene, the link will be set during exchanged during export to your multi million Tris PLY and the matrix gets applied.
a simple checkbox "PLY Placeholder" in the Object Tag would toggle a field for the original PLY position on your HDD.
b) Please include for C4D's infinite Ground Object to export into Indigo infinite Plane Primitives, and export simple planes to plane primitives with the same size.
c) IGM Material Support
Stuff that is missing:
I) Instancing
II) B and C for Bump Maps
III) resume from .igi
IV) efficiacy_scale for rectangle and mesh lights
V) many (advanced) features like super sampling, threads etc. from inifile couldn't be set
VI) blend material is missing
VII) Background can be each lightsource like BlackBody and Peak too!
VIII) Camera Bloom can't be set (OK, using Violet is much better )
Should be enough for tonight...
Bugs:
1) Big Meshes like imported PLY's don't export to .obj or .3ds files,
I don't know where is the border, but 400k polys is to much for sure!
**EDIT**
Sorry, a mistake... in the following Scene Structure, the mesh "neptun_high"
doesn't export because of the HyperNurbs "Branch".
(this also happens using arrays!)
2) Bump Maps get exported to XML even if they where deactivated in the Material settings of C4D's Material Editor.
3) Materials that gets Projected other than UVW Mapping,
don't get exported right using obj export, while 3ds Export converts the Texture position correctly to UVW,
OBJ Export doesn't!
4) -
5) The Exporter exports every Sphere & Plane in the Scene using Indigo Primitives,
even if they have no material or Indigo Tag attached (using DefaultMat)...
Is this is a feature or a Bug???
6) plane primitives always get exported as infinite planes!
7) OBJ auto triangulation just work on Mesh objects, C4D primitives that are not "broken"
to mesh objects don't get triangulated during export (works fine for 3Ds export!).
C4D Primitives only gets exported if Object tag is applied
(besides Spheres and Plane C4D primitives, that get exported always!)
8 ) The uniform for <absorption_coefficient_spectrum> gets exported wrong, it is:
Code: Select all
<absorption_coefficient_spectrum>
<uniform />
<value>5</value>
</absorption_coefficient_spectrum>
Code: Select all
<absorption_coefficient_spectrum>
<uniform>
<value>5</value>
</uniform>
</absorption_coefficient_spectrum>
10) Mesh lights get exported to 3DS even if obj Export in light Tag settings is enabled
11) -
12) If you don't check the "Export Settings to XML" checkbox
from the Indigo render Settings Tag, the camera doesn't get exported too
13) Exporting a Object inside a HyperNurb, correctly divides the Mesh(besides seee bug 7), but the Normal smoothing is set to false, even if enabled in the object tag on the HyperNurb
Request:
a) PLY Placeholder:
to work smoothly with PLY Models inside C4D, a simple low-Poly object (reduced PLY in Meshlab) could be used to determine the rotation scale and position in the scene, the link will be set during exchanged during export to your multi million Tris PLY and the matrix gets applied.
a simple checkbox "PLY Placeholder" in the Object Tag would toggle a field for the original PLY position on your HDD.
b) Please include for C4D's infinite Ground Object to export into Indigo infinite Plane Primitives, and export simple planes to plane primitives with the same size.
c) IGM Material Support
Stuff that is missing:
I) Instancing
II) B and C for Bump Maps
III) resume from .igi
IV) efficiacy_scale for rectangle and mesh lights
V) many (advanced) features like super sampling, threads etc. from inifile couldn't be set
VI) blend material is missing
VII) Background can be each lightsource like BlackBody and Peak too!
VIII) Camera Bloom can't be set (OK, using Violet is much better )
Should be enough for tonight...
Last edited by Zom-B on Tue Apr 17, 2007 10:37 pm, edited 4 times in total.
polygonmanufaktur.de
oh and
to 4) You should not define the same material in more than one material tag. define once, use as often as you want.
an 11) default is the default .obj uv-set. abedo didnt work and i found it on the forum.
and normal smoothin is false by default (no matter what settings you choose) because of the normal issues (dont get exported right)
to 4) You should not define the same material in more than one material tag. define once, use as often as you want.
an 11) default is the default .obj uv-set. abedo didnt work and i found it on the forum.
and normal smoothin is false by default (no matter what settings you choose) because of the normal issues (dont get exported right)
I Updated BUG 1, that actualy apears only special Scene strukture and removed
BUG 4 & 11 from the list.... but you get a fresh and still warm BUG 13 instead
to 4) ok, way easier than in BlackLizards exporter,
I schould had check the Example scene before
an 11) yep, a remember reading about it, now I understand what this exactly ment ^^
BUG 4 & 11 from the list.... but you get a fresh and still warm BUG 13 instead
to 4) ok, way easier than in BlackLizards exporter,
I schould had check the Example scene before
an 11) yep, a remember reading about it, now I understand what this exactly ment ^^
polygonmanufaktur.de
Hey fused...
poorly I couldn't reproduce this bug either, but it "was there" I checked it twice,
but my testfile is deleted
Just ignore it until it until somebody can offer a scene file...
Don't waste your time working on a Mac compiled version until the first Mac user asks for it
poorly I couldn't reproduce this bug either, but it "was there" I checked it twice,
but my testfile is deleted
Just ignore it until it until somebody can offer a scene file...
Don't waste your time working on a Mac compiled version until the first Mac user asks for it
polygonmanufaktur.de
Hey fused,
thanks for the great work.
Did you try to contact BlackLizard about his version of an exporter and whether he´d offer some code or not ?
Over at the german C4D-Forum they have a running and quite active thread on the Sunflow exporter (hey Phoenix you old house ), and user Szasa was kind enough to publish the coffee based source code. I am in no way a coder of any kind, so I can only make a wild guess about the compatibility, but I assume that exporting stuff like texture coordinates and material properties might work similarly.
Here is the link :
http://www.cgnetwork.de/forum/showthrea ... 4#poststop
Best wishes,
Michael
P.S.: Just got a brand new AMD64x2 3200+, only 1 Gig RAM and Windows Vista, but I am darn curious what kind of indigocoloured goodness I can cook up on that machine with C4D and the exporter
thanks for the great work.
Did you try to contact BlackLizard about his version of an exporter and whether he´d offer some code or not ?
Over at the german C4D-Forum they have a running and quite active thread on the Sunflow exporter (hey Phoenix you old house ), and user Szasa was kind enough to publish the coffee based source code. I am in no way a coder of any kind, so I can only make a wild guess about the compatibility, but I assume that exporting stuff like texture coordinates and material properties might work similarly.
Here is the link :
http://www.cgnetwork.de/forum/showthrea ... 4#poststop
Best wishes,
Michael
P.S.: Just got a brand new AMD64x2 3200+, only 1 Gig RAM and Windows Vista, but I am darn curious what kind of indigocoloured goodness I can cook up on that machine with C4D and the exporter
* nearly all bugs fixed
* saves to .igs now (but there is still that string conversion thing which forces me to name all exported scenes scene.igs (at least not justsomerandomcrap anymore ), thats for material export, too)
* load material data from .igm (tinyXml rocks! )
* save to .igm
* implemented all overrides
* did some instancing stuff, but its still a bit buggy
* and a few things i forgot (like the missing spectrum options for meshlights, greenstein, etc.)
wont be home in the next few days i guess, so it could take a little longer unless you are intersted in a mac version that does not support any of the features mentioned above, except .igs, overrides, and bugfixing
Sounds good
I'm interested at the instancing method you are implementing!
The easiest way (for the user!) by using the C4D instances without any tags needed.
So if a mesh is tagged for indigo export, your exporter checks if there is an instance assigned and exports the new position, size etc. referring to the original mesh.
I'm interested at the instancing method you are implementing!
The easiest way (for the user!) by using the C4D instances without any tags needed.
So if a mesh is tagged for indigo export, your exporter checks if there is an instance assigned and exports the new position, size etc. referring to the original mesh.
polygonmanufaktur.de
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