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Cindigo 1.0.9 R2

Posted: Sat May 03, 2008 3:09 am
by fused
CINDIGO 1.0.9 R2
for Indigo 1.0.9

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 "cindigo1.0.9.cdl_R10" to "cindigo1.0.9.cdl")
Make sure you have the newest version of quicktime installed!

Good beginner tutorials can be found here (german and english, a bit outdated)

please tell me if you find bugs or have specific requests. i will try to fix/implement as fast as possible.

new in 1.0.9 R2:

* Clay render function under "export and run" (supports bump maps and alpha maps for Blend Materials)
* .igm import, all materials supported (with texture loading, if paths are right)
* New Object export, option for optimized output (read below)
* Support for regular_tabulated in mediums
* Support for RGB in Henyey Greenstein (range [-1,1])
* Light presets (to be enhanced)
* Support for normals stored in Normal Tags
* changes to convert materials
* igm export asks you if you want to copy the textures to a subdir (for exchange)
* changed mat preview tone mapping to camera
* animation support (read below)

fixed in 1.0.9 R2:

* some small things
* autofocus on, when no camera/camera tag is specified
* Indigo crash with 0-Normals ("Normal was not unit length")
* a bit optimization for previews
* undo bug
* objects without polys dont get exported
* some fixes for igm import
* fixed glossy transparent in igm import/material helper
* fixed automatic texture loading in igm import
* moved png output from camera tag to export dialog
* a few other small things

known bugs/issues in 1.0.9 R2:

* Animation tag needs a proper icon

features to come in the future:

* Auto bake textures
* other cool stuff


Some info about the new .obj export:

Keith Young (Riptide plugin - Wavefront export for C4D) kindly helped me out with the optimized export. Thanks!

The new optimized option is only recommended, if you don't have objects larger than 50.000-70.000 polygons in your scene. Its perfect for exchange, since its only ~ 1/4-1/3 of the size of unoptimized output. It takes a bit longer, though.

Some test-data:

500.000 Polygons:
New unoptimized: 21.6s - 185MB
Old: 107.4s - 221MB

50.000 Polygons:
New unoptimized: 2.4s - 18MB
New optimized: 73.8s - 8.5MB
Old: 10.8s - 21MB


the animation support:

to export an animation enable animation in the export dialog. "static animation" means, that the objects in the scene dont change their shape. if you have objects changing shape in your animation, you can use the new "animation tag" to specify in which frames the object changes shape. this is the recommended way.

you can also disable "static animation" and every object will be exported for once for every frame. you might need it when you have a scene where the hierarchy in the scene changes (eg a scene with emitter objects).


Here are some clay tests (number 1 + 2 kindly rendered by ZomB):




The Train Scene is taken from the Lighting Challenge

The Donkey Village is an included example scene in C4D 10.


Do you like Cindigo?
If you think its valueable software, please feel free to donate.

Please split the donation in two and donate the other half to Indigo.

Posted: Sat May 03, 2008 3:15 am
by Pinko5
Luca ;) I try it asap

Posted: Sat May 03, 2008 3:37 am
by pixie
features to come in the future:
Auto bake textures

Posted: Sat May 03, 2008 4:15 am
by Kram1032
O.o want to see that donkey textured :D
In fact, I want to see them all with finished textures. They already look great :)

Posted: Sat May 03, 2008 4:21 am
by Zom-B
A fantastic release, was a pleasure to help testing!

I just would like to ensure everybody knows how fantastic the "Support for normals stored in Normal Tags" feature is!
If you are working with Meshes generated in other 3D Apps, mostly in CAD Apps the Normals are saved and displayed in C4D by this little Tag.
This Tag ensures, that for your C4D Phong Tag every edge got set an invidual Phong value stored while convertig from Cad to mesh file, so your Model looks The fancy smooth way it should!

Something about Oren Nayar:
While working with the clay render feature yo can see that there seems to be an issue with this in Indigo:
We use here a very very veeeeery low saturated yellowish color... nearly white!
But in the renderings, in the areas like under the carriage and the bottom of the donkey, also the store left to the train are way more yellow saturated then they should :/
Also using higher Values for Sigma in Scenes with env_map or sun light, the whole material darkens a lot!

I mentioned this to Ono before, so no Bug Post, jsut a Infos for you guys.

Posted: Sat May 03, 2008 6:02 am
by Zom-B
Fused for sure should add the Information on the first post about the sources of those both renderings:

The Train Scene is taken from the Lighting Challenge

The Donkey Village is an included example scene in C4D 10, I used it as a testscene for material convertibility etc. in Cindigo, here is an textured Indigo rendering (just converted mats and placed sun according to source, then hit render! no manual tweaking!), and the C4D reference (some procedural effects and Maps can only be baked to be used in Indigo, maybe someday in the future ;-) )
The c4d version got a lot of other lightsources that also aren't used in indigo :/

Posted: Sat May 03, 2008 7:24 am
by fused
:lol: clay looks better :)

right after leaving home, i noticed, that i might have created a bug. autofocus is always on. edit the igs and remove <autofocus/> element from the camera element.

Posted: Sat May 03, 2008 11:51 am
by Sayris
wooohuuuuooo nice release
Big THX :)

Posted: Sun May 04, 2008 1:52 am
by Camox
Thnx digga ! :D

Posted: Sun May 04, 2008 1:35 pm
by pixie
In linux it all works like a charm but the material preview... not to say that indigo in linux gets a free boost! :D

Posted: Mon May 05, 2008 2:24 am
by pixie
Fused, if you remember I talked on using Layers to organize materials and such, from what I gathered C4d 9 also has it, although some might not use it it's there, so no need to code differently for each implementation...

PS-it's group material

Posted: Mon May 05, 2008 9:21 pm
by fused

some bug fixes.


really? didnt know that...

Posted: Mon May 05, 2008 9:36 pm
by Pinko5
Tnx Fused
Luca ;)

Posted: Tue May 06, 2008 6:49 am
by fused
some more bugfixes/additions.

Posted: Tue May 06, 2008 9:03 pm
by tungee
Thanx Fused!
Great Work you have done! :shock: