Cindigo 1.0.7
Cindigo 1.0.7
CINDIGO 1.0.7
for Indigo 1.0.7
download exporter:
PC Version
(or below)
Have a look at my Cindigo Blog! (about cindigo, and one or two other smaller plugins, which will come soon)
The file contains PC versions for R10 and R9. (R10 users will have to rename the "cindigo1.0.7.cdl_R10" to "cindigo1.0.7.cdl")
Make sure you have the newest version of quicktime installed!
Good beginner tutorials can be found here (german and english)
please tell me if you find bugs or have specific requests. i will try to fix/implement as fast as possible.
new in 1.0.7:
* Support for all texture projections (Frontal, too)
* "Indigo Instance" object (explanation below)
* Post-process diffraction
* Blur and ring parameters for MN Cubic
* Fancy new icons
* Cameras with a camera tag will get indigo colored
fixed in 1.0.7:
* mn_cubic bug
* Primitives with light tags get exported now
* Doesnt crash anymore when texture tags have no material applied
* Width & height
* spherical env path will be exported now
* default material is 0.8 0.8 0.8 now
* materials with spaces get exported as materials with underscores ("_")
* lots of other small things i sure forgot about
known bugs/issues 1.0.7:
* Blend material issues with blend maps
* better not use previews
features to come in the future: (for preventing double and tripple requests)
* Better .obj export (still needs optimization)
* Region rendering
The Indigo Instance
It can be found under Plugins -> Cindigo 1.0.7 -> Indigo Instance. To be used like a normal instance. It only shows the bounding box of the instanced object. Since its neither showing, nor loading the instanced object, it is saving LOTS of ram. I have succesfully tested exporting 40.000+ instanes and im sure i can handle a lot more.
It has an "External Mesh" option, wich allows you to use external ply, 3ds and obj files. But there are a few things you have to take care of:
- you have to define a material with the name as given in the external file
- to successfully position the object you have to know the size and center of the bounding box
- you can only use normal smoothing if the external object actually has normals in it
for Indigo 1.0.7
download exporter:
PC Version
(or below)
Have a look at my Cindigo Blog! (about cindigo, and one or two other smaller plugins, which will come soon)
The file contains PC versions for R10 and R9. (R10 users will have to rename the "cindigo1.0.7.cdl_R10" to "cindigo1.0.7.cdl")
Make sure you have the newest version of quicktime installed!
Good beginner tutorials can be found here (german and english)
please tell me if you find bugs or have specific requests. i will try to fix/implement as fast as possible.
new in 1.0.7:
* Support for all texture projections (Frontal, too)
* "Indigo Instance" object (explanation below)
* Post-process diffraction
* Blur and ring parameters for MN Cubic
* Fancy new icons
* Cameras with a camera tag will get indigo colored
fixed in 1.0.7:
* mn_cubic bug
* Primitives with light tags get exported now
* Doesnt crash anymore when texture tags have no material applied
* Width & height
* spherical env path will be exported now
* default material is 0.8 0.8 0.8 now
* materials with spaces get exported as materials with underscores ("_")
* lots of other small things i sure forgot about
known bugs/issues 1.0.7:
* Blend material issues with blend maps
* better not use previews
features to come in the future: (for preventing double and tripple requests)
* Better .obj export (still needs optimization)
* Region rendering
The Indigo Instance
It can be found under Plugins -> Cindigo 1.0.7 -> Indigo Instance. To be used like a normal instance. It only shows the bounding box of the instanced object. Since its neither showing, nor loading the instanced object, it is saving LOTS of ram. I have succesfully tested exporting 40.000+ instanes and im sure i can handle a lot more.
It has an "External Mesh" option, wich allows you to use external ply, 3ds and obj files. But there are a few things you have to take care of:
- you have to define a material with the name as given in the external file
- to successfully position the object you have to know the size and center of the bounding box
- you can only use normal smoothing if the external object actually has normals in it
- Attachments
-
- Cindigo 1.0.7_2.zip
- Cindigo 1.0.7_2
- (1.09 MiB) Downloaded 671 times
Last edited by fused on Thu Mar 20, 2008 10:39 am, edited 6 times in total.
a little bug !
cindigo filter output:
indigo code:
greetz
cindigo filter output:
Code: Select all
<splat_filter>
<mn_cubic />
<ring>0.00000</ring>
<blur>0.00000</blur>
</splat_filter>
<downsize_filter>
<mn_cubic />
<ring>0.00000</ring>
<blur>0.00000</blur>
</downsize_filter>
indigo code:
Code: Select all
<splat_filter>
<mn_cubic>
<ring>0.2</ring>
<blur>0.6</blur>
</mn_cubic>
</splat_filter>
<downsize_filter>
<mn_cubic>
<ring>0.2</ring>
<blur>0.6</blur>
</mn_cubic>
</downsize_filter>
greetz

Hi Fused,
Great news!
By the way, could it be, that the width and height settings won't be transfered from cindigo to indigo?
Wouldn't have noticed that in the past, cause I had my standard resolution defined in the "inifile.txt" from indigo too.
* Support for all texture projections (except "Frontal", will be in the next update)
Great news!

Sounds great too!* "Indigo Instance" object (explanation below)

What does that mean?* Cameras with a camera tag will get indigo colored
By the way, could it be, that the width and height settings won't be transfered from cindigo to indigo?
Wouldn't have noticed that in the past, cause I had my standard resolution defined in the "inifile.txt" from indigo too.
To define the resolution you have to use a C4D Camera and add a "Indigo Camera Tag". The color of the camera will change from green to indigo and you can define the resolution, tonemapping, camera settings, etc. in the camera tag. to get the settings exported you have to use this camera as active camera.Phoenix wrote:What does that mean?* Cameras with a camera tag will get indigo colored
By the way, could it be, that the width and height settings won't be transfered from cindigo to indigo?
Wouldn't have noticed that in the past, cause I had my standard resolution defined in the "inifile.txt" from indigo too.
this way you can have many different camera/output settings in your scene.
but... wasnt the camera tag your idea... somehow?
I know and of course I had a camera object and it also had the camera tag but it seemed to me that the defined settings had no effect to the output.fused wrote:To define the resolution you have to use a C4D Camera and add a "Indigo Camera Tag". The color of the camera will change from green to indigo and you can define the resolution, tonemapping, camera settings, etc. in the camera tag. to get the settings exported you have to use this camera as active camera.
this way you can have many different camera/output settings in your scene.
But even so it was my own mistake and I'm sorry to bother you!

The reason: I tested a scene I created earlier with an older cindigo version and there my editor camera and the extra camera had the same settings and I didn't realise that not the additional camera with the tag but the standard editor camera was active!
And now I also realized, that you meant the color of the lines in the editor, which defines the FOV of the camera and that are green else.

Yeah could be, don't know exactly. I made several suggestions.but... wasnt the camera tag your idea... somehow?
In fact I have a lot of ideas and suggestions in the course of time (but didn't find always the time to communicate them).

But that's not the point here.
And it also was in no way a critique on the usefullness of a camera tag.
I just thought it wouldn't work how it should.
I didnt take it as critique, but maybe it sounds a bit like i didPhoenix wrote:And it also was in no way a critique on the usefullness of a camera tag.

But im glad it works for you now!
Which brings me to another point:
I thought about changing the "Render Settings Tag" to an object carrying the settings. Does that make sense to any of you? I think its more useful than a tag, since there are some constellations, in which the tag gets ignored and the settings wont get exported?
Thoughts about it, anyone?
Yes, I do have thoughts about thatfused wrote:Phoenix wrote: ...
Which brings me to another point:
I thought about changing the "Render Settings Tag" to an object carrying the settings. Does that make sense to any of you? I think its more useful than a tag, since there are some constellations, in which the tag gets ignored and the settings wont get exported?
Thoughts about it, anyone?

Less is more, so why not combine the Render settings Tag with the Camera Tag ? Oh I see, several cameras could have different Camera settings.
Sooo, would it make any sense to change the Render settings with each individual camera, or leave the Render settings tag alone and have only one setting per scene ?
When you put everything into one tag, it would require something like "APPLY GLOBALLY TO ALL CAMERAS" or "APPLY LOCALLY". Or you could let the user choose from a list of camera settings/the various cameras and "import" those settings.
Pro : a variety of render settings in one scene to choose from
Contra : a variety of render settings to choose from in one single scene might confuse people and lead to errors.
My head hurts...
Michael
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