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Posted: Mon Jun 04, 2007 10:20 pm
by kadajawi
okazaky wrote:Would it be possible to create some kind of material preview for cindigo? That would be a very nice feature :)
Aren't they working on a material editor/preview/something already? Something like the stuff Kerkythea or Maxwell have? I think then it would be unneccessary, and I believe doing something with Cindigo would mean a lot of work.

Posted: Tue Jun 05, 2007 6:36 am
by okazaky
Cool, didn't hear about that. A "real" material preview would be much nicer than a fake or half-baked one in cindigo, that's right ;)

Posted: Tue Jun 05, 2007 8:30 am
by Zom-B
If Somebody is interested, here my Material Preview Scene.
Its based on Indigo Primitives, and quite fast.
runing on my AMD x2 3.800 on thwo threads with ~85k muatations per second, a 15min rendering of a cr.nk is attached.

Code: Select all

<scene>

<renderer_settings>
   <width>480</width>
   <height>480</height>
   <bidirectional>false</bidirectional>
   <hybrid>true</hybrid>
   <metropolis>true</metropolis>
   <num_threads>2</num_threads>
   <polarisation>false</polarisation>
   <super_sample_factor>1</super_sample_factor>
   <save_igi>true</save_igi>
</renderer_settings>

	<camera>
	   <pos>0 -5.2 2.5</pos>
	   <up>0 0 1</up>
	   <forwards>0 1 -0.3</forwards>
	   <focus_distance>2.000000</focus_distance>
	   <aspect_ratio>1</aspect_ratio>
           <aspect_ratio>1</aspect_ratio>
	   <aperture_radius>0.001</aperture_radius>
	   <sensor_width>0.036</sensor_width>
	   <lens_sensor_dist>0.08</lens_sensor_dist>
	   <white_balance>D65</white_balance>
	</camera>

	<tonemapping>
        <reinhard>
            <pre_scale>3</pre_scale>
            <post_scale>1</post_scale>
            <burn>4</burn>
        </reinhard>
	</tonemapping>



<rectanglelight>
		<pos>0 0 7.5</pos>
		<width>17.5</width>
		<height>10</height>
		<spectrum>
			<blackbody>
				<temperature>6500</temperature>
				<gain>1</gain>
			</blackbody>
		</spectrum>
</rectanglelight>

<!-- Material of the Ball -->
	<material>
		<name>mat_test</name>
		<phong>
			<nk_data>nkdata/cr.nk</nk_data>
			<exponent>1000</exponent>
		</phong>
	</material>
	
	
	<!-- MATERIAL sphere -->
	<sphere>
	   <center>0 0 1</center>
	   <radius>1</radius>
       <material_name>mat_test</material_name>
	</sphere>

	<!-- Ground Material -->
    <material>
      <name>ground</name>
   	  <diffuse>
	    <colour>0.8 0.8 0.8</colour>
	  </diffuse> 	
    </material>
	
	<!-- Ground Plane  -->
	<plane>
	   <normal>0 0 1</normal>
	   <dist>0</dist>
   	   <material_name>ground</material_name>
	</plane>

	<!-- Back Plane  -->
	<plane>
	   <normal>0 -1 0</normal>
	   <dist>-8</dist>
   	   <material_name>ground</material_name>
	</plane>

</scene>

Posted: Tue Jun 05, 2007 8:33 am
by Kram1032
I'd like to have infinite planes working with BiDir, again!!!

Posted: Wed Jun 06, 2007 3:13 am
by Zom-B
17) The Tile settings & texture Offset values for UVW mapped Textures don't get exported.

18 ) You sure know, but the normal length normalising, that Indigo does for you, totally sucks for big Meshes!!!!!
80MB normalize for ~26min using only one core :cry: My Hair2mesh2Indigo test are some freakin pain in the ass...

Posted: Thu Jun 07, 2007 1:16 am
by Zom-B
I just found a workaround for the normalization issue, and wanted you guys to know:

just reopen the exported OBJ Files in C4D and export them as Wavefront OBJ.
File size gets reduced to ~65% of the original filesize, and Indigo don't need to normalize anything.
(Tiling of UVW mapped Textures can be assigned then too :wink: )

BTW:
My request for multiple Blending of already blended materials is obsolete!
It already works in the current version... my fault :oops:

Posted: Thu Jun 07, 2007 1:23 am
by fused
cool, does normal smoothing work?

if not, this is kind of senseless...

Posted: Thu Jun 07, 2007 1:28 am
by Zom-B
fused wrote:cool, does normal smoothing work?

if not, this is kind of senseless...
good question dude... :?:
I used this workaround for a hair2mesh carpet of 125000 small pyramids,
with disabled normal smoothing...
but it should be easy to test... reporting back in few minutes ;)

**EDIT**
I just checked....for the obj files exported by C4D using Wavefron OBJ doesn't work :cry:

Posted: Thu Jun 07, 2007 2:06 am
by fused
hmmm... stupid c4d...

Posted: Thu Jun 07, 2007 2:10 am
by kadajawi
Mh, just an idea. Maybe create a field in the texture tag where you can enter the XML code of a material? That way you have more flexibility if neccessary. Ok, you could edit that into the exported XML file, but you have to do that everytime you export, so it's a bit troublesome.

Posted: Tue Jun 12, 2007 10:46 pm
by Zom-B
fused wrote:cool, does normal smoothing work?
if not, this is kind of senseless...
How about using the C4D OBJ export for all meshes that have normal smoothing disabled... 8)

Posted: Wed Jun 13, 2007 12:04 am
by fused
sry for not updating the plugin, im pretty busy being ill with a very painful desease... (very very very painful)

ill probably dont have to work for the next two weeks (this and the next), maybe if i feel better next week ill have very much time for the exporter.

well... im off, getting some painkillers because there will be lunch in half an hour.

cya

Posted: Wed Jun 13, 2007 12:23 am
by kadajawi
Oh, gute Besserung und lass dir Zeit, Cindigo funktioniert ja schon relativ gut :)

Ah, and cancel my last request, I'd rather have this:
http://www2.indigorenderer.com/joomla/f ... sc&start=0
:D

Posted: Wed Jun 13, 2007 7:43 pm
by Marcofly
gute besserung!! :wink:

Posted: Thu Jun 14, 2007 12:29 am
by Phoenix
Auch von mir gute Besserung!

Kurier Dich erstmal richtig aus!