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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
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
)
BTW:
My request for multiple Blending of already blended materials is obsolete!
It already works in the current version... my fault
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
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...
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
Posted: Wed Jun 13, 2007 7:43 pm
by Marcofly
gute besserung!!
Posted: Thu Jun 14, 2007 12:29 am
by Phoenix
Auch von mir gute Besserung!
Kurier Dich erstmal richtig aus!