Indigo Exporter for 0.7t5 - beta release

Announcements, requests and support regarding the Cinema 4D exporter
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Kram1032
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Post by Kram1032 » Mon Apr 02, 2007 10:24 pm

np :P ;)

okazaky
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Post by okazaky » Tue Apr 03, 2007 7:43 am

Thanks again for your great work!

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Bugs & Requests

Post by Zom-B » Wed Apr 04, 2007 3:15 pm

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".
Image
(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>
Its should be:

Code: Select all

            <absorption_coefficient_spectrum>
           <uniform>
                <value>5</value>
           </uniform>
            </absorption_coefficient_spectrum>
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 :wink:



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 :roll: )


Should be enough for tonight... :twisted:
Last edited by Zom-B on Tue Apr 17, 2007 10:37 pm, edited 4 times in total.
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fused
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Post by fused » Wed Apr 04, 2007 6:52 pm

wow...

should be wnough for the whole week. im at my praktikum right now, but this weekend is easter so i might be able to do some stuff.

thank you very much for the list

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Post by Zom-B » Wed Apr 04, 2007 7:04 pm

No Problemo dude, I'm glad I just could help somehow :D
can't wait to go bughunting with your next version :wink:
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fused
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Post by fused » Wed Apr 04, 2007 7:25 pm

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)

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Post by Zom-B » Wed Apr 04, 2007 9:05 pm

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 :wink:


to 4) ok, way easier than in BlackLizards exporter,
I schould had check the Example scene before :roll:

an 11) yep, a remember reading about it, now I understand what this exactly ment ^^
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fused
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Post by fused » Mon Apr 09, 2007 9:17 pm

im working on the exporter right now and i have a question concerning 12)

camera gets exported fine here, even if "Export Settings to XML" is not checked. could you send me the scene?


btw.: is there need for a mac compile of the exporter?

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Post by Zom-B » Tue Apr 10, 2007 1:44 am

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 :wink:
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Post by Micha1138 » Tue Apr 17, 2007 5:18 am

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 ;)

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Post by Zom-B » Tue Apr 17, 2007 8:23 am

Hoi fused...

I just found two more bugs:

14) Rendering Mode Pathtracing + BiDir exports BiDir = false.

15) It seems C4D crashes while exporting, when U use a Indigo Material Tag without assigning a material to this tag!
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Post by fused » Tue Apr 17, 2007 6:19 pm

14) thats a 0.7t5 feature ;)

15) yes it does, will fix that in the next release... in fact i have a mac compile of my new version here at work, sadly there is no possibility to make a pc compile on a mac, so youll have to wait just a litte longer

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Post by Zom-B » Tue Apr 17, 2007 6:51 pm

fused wrote:...so youll have to wait just a litte longer
I'll try :|

perhaps you just could give us a sneak peak of the changelog :wink:
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fused
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Post by fused » Tue Apr 17, 2007 7:09 pm

:P

* 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! :D )
* 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

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Post by Zom-B » Tue Apr 17, 2007 7:29 pm

Sounds good :D

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.
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