Hey fused... no need for any "extra presents" for me, Cindigo is enough
Finally I got some time to check out this new version,
The new "convert to mesh on export feature" is a dream!!!
I hope this list helps in developement & as an overview for other Cindigo users... here we go:
Cindigo & C4D both asks if the existing files should be overwritten, if exporting.
Material control for bump, exponent_map etc. only get accessible if you tun on the "Apply changes to Material" checkbox.
Textures also are ignored on export if this checkbox isn't checked!
For the "about" box, the Ok button doesn't do anything
If no "indigo render settings tag" is aplied, no tonemaping params get exported and Indigo throws an error.
Materials that are inside a Hypernurb etc. that get exported, and converted to a Mesh get thair names clamped inside the .obj file. The Name "mat test 1" gets clamped to the first word "mat" etc.
Primitives taged with the light tag get exported using default_mat
instancing of primitives doesn't work
Crash on Export if an Texture Tag is used in the Scene without linked Material (if you for example erease an asigned material from your mat library)
For Henyay-Greenstein phase function RGB values for are possible too... check here
for a demonstration by master Ono himself ^^.
in some situations by convertig C4D objects to a mesh, polygone data is generated without any polygones... this crashes Indigo. Skipping such "meshes" would be nice! Thanks to Sayris for this hint, I attached an example scene provided by him.
Cindigo Tags that are on an null Object as a child of an C4D Primitive, or something that gets converted to an Null Object on export, like Hyper Nurbs etc. are ignored.
If you are using Peak for BG lightning, no settings for peak are available.
Dermis & Epidermis are both exported having a precedence of 10, but Dermis should have a higher precedence than Epidermis or the rendered results are ultra slow and fu**ed up.
So let the user change the precedence and use a default of 11 for dermis and 10 for Epidermis.
If you choose to enlight your Scene by a sun, but don't define a Sun, C4D crashes on export. A warning massage, or a default sun position are nicer than a program crash
"No geometry Export" doesn't work anymore, meshes get allways exported.
"Convert Materials" generated Mats don't export Textures if the Scene is loaded from Content Browser (like the BP example Scenes). This is C4D related... simply safe Project to a new path and it will work!
Regarding Preview Rendering
I did some test for your Preview Scene Setup, to determined the fastest (most noise free) method.
I attached some preview renderings I did... it seems the fastest is Path tracing with BiDir
Also disabling "aperture_diffraction" for Previews should give about 10% more speed too! Setting Max depth to 100 (from 1000) should speed up Material rendering that use SSS too. Finally the camera could be set up nearer to the Preview Model, so the 160x160 shown as much as possible of the material previewed.
The Plane Preview Model perhaps shouldn't need depth, or only be UV maped to texture only the front (for texture material previews with alpha blend)
I attached some optimzed preview igs for Cindigo, that are using path tracing with BiDir, disable aperture_diffraction and reduce max_depth to 100. Tonemapping etc. is optimized too!
Some tweaking of the "Indigo render settings" Tag into having 4 Tabs could enhance overview (like before already mentioned an camera Tab would make sense)
The Idea that indigo mats Influence the C4D mats is great, but for converting an existing C4D Scene into a exportable Indigo Taged Scene, influence from C4D mats to Indigo mats would be more interesting.
It would save some time if stuff like material Type, IOR color etc. hasn't to be transfered manually (some maybe even by guessing) to the Indigo material.
A nice Idea would also be a Cindigo preview model, for all Mats that are assigned to an Indigo mat (atm you change all model previews to a sphere), so you easily can see what mat do you just indigoised
Materials that are used but not defined cause Indigo to crash, because material definitions are missing (in this case maybe some pink warning mat should be used instead...)
I have no Idea how Displacement works in C4D internally, but maybe it is possible to export the C4D calculated displacement Mesh somehow...
it would be great, if Instances of complex multistructured objects like Chairs, or car tires with (lot of) childes could be supported.
Different Materials for Instances should be possible... Maybe here some kind of Random material settings might be an interesting Feature for Scenes heavily using instances... maybe
Export without Meshes could be an export option for on PlugIns > Cindigo
Export and Start Indigo should allow also the use the commandline version to save RAM...
for Export a "last directory used" shoud be saved, so each time I choose a new env map or change a texture I don't have to lock for the folder I want to export my Indigo Scene again and again
The Number Clamping of C4D is mostly an issue for the Global Size modifier... a workaround test would be nice to se here first. Maybe a fixed multiplier on export (x0.01) would help here so 100 would be the default value for 100% size!
C4D Light export using <rectanglelight>. should be easy to gnerate a 1:1 export if using an simple plane area light. For other area lights maybe C4D mesh needs to be generated and used as lightsource (disk, hemisphere etc.). In an second (more advanced) developement Step, Spot lights could be exported to IES files and used by Indigo, so the shape of an C4D Spotlight don't get lost.
"Convert Materials" should recognize Phong values better. the Specular Graph should be converted by height => Exponent, and width => IOR
The sun Position should recognize C4D's sun position, and use it if defined, and no NullObject is used for a custom sun position is used.
Simplify alpha blends by having a checkbox for every mat for an alpha map. If used, Cindigo should generate a Material+mask+NullMat blend in the Background during export, and apply the blended mat instead of the basic mat applied by the user.