Announcements, requests and support regarding the Cinema 4D exporter
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pixie
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by pixie » Mon Aug 10, 2009 6:03 am
Phoenix wrote:pixie wrote:Or layers...
For C4D itself I also prefer the layers shader over the fusion shader but i think the way the fusion shader works is much closer to the operation method of the Indigo blend material.:
Perhaps, but imagine... choose the number of materials, add them up and chose their relative strength then fire at will, you're no longer confinated to a cascade blend (obviously it would still be exported as such, but gui wise it would be much simpler).
Furthermore, picking the idea that indigo material could be either material or shader you could then have a layer system made of several shaders without adding up to the pile of materials already existent.
Last edited by
pixie on Mon Aug 10, 2009 6:06 am, edited 1 time in total.
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Phoenix
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by Phoenix » Mon Aug 10, 2009 6:05 am
fused wrote:zeitmeister wrote:Awesome!
A blend material channel would make sense... but only, if you can place Indigo custom materials here, too, for sure. Not only textures.
The first blend slot here could/should be occupied with the actual material itself.
GUI-design here could be very close to the fusion shader... everybody knows it and it seems to me the best thinkable and ergonomic solution.
Think about it!
Of course you can use indigo materials there. You will also be able to use c4d materials, which will then be converted on the fly. theoretically you could also use other custom materials there, eg vray materials, but im not going to write conversions for other than c4d materials, they will end up grey.
it will roughly look like this:
link field for material
blend factor (will be disabled if shader is set)
blend shader/texture
step blend checkbox (only when shader is set)
And i also think it is the best solution (short term, that is). The "multi blend material" pure mentioned (which was requested by Pilbuz for sketchup quite a while ago) is also nice and will definitely come at some point (as i already told him a cuple of times
).
zeitmeister wrote:All in all this sounds really good, plus, regarding the commercialisation of Indigo, like a very professional integration.
Thats where i want to go: professional integration
I'm sure you'll find the best way doing it.
An own indigo blend material (and/or shader) is also very fine, if it's the better solution and establish prospects not possible with my fusion shader idea.
An ulteriar motive behind utilising the fusion shader had also been the idea, that it perhaps could be possible to create materials that would work as well with C4Ds renderengines itself as with indigo.
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Phoenix
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by Phoenix » Mon Aug 10, 2009 6:12 am
pixie wrote:Phoenix wrote:pixie wrote:Or layers...
For C4D itself I also prefer the layers shader over the fusion shader but i think the way the fusion shader works is much closer to the operation method of the Indigo blend material.:
Perhaps, but imagine... choose the number of materials, add them up and chose their relative strength then fire at will, you're no longer confinated to a cascade blend (obviously it would still be exported as such, but gui wise it would be much simpler)
Yes, if it's practicable and/or even possible for fused to convert a complex composition of layers into a meaningful blend materials hierarchy. I'm not so sure about it.
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fused
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by fused » Mon Aug 10, 2009 6:18 am
Yes, if it's practicable and/or even possible for fused to convert a complex composition of layers into a meaningful blend materials hierarchy. I'm not so sure about it.
it is, Pilbuz requested it and i posted how to do it. will do, but maybe not in the initial release...
(like it's with C4Ds own Lumas Shader, which exists as a material and as a channel shader for using it in other materials also) that shouldn't be a problem, should it?
its quite a problem i think. it would mean duplicate resource files and code, since its not possible to use the same resources in multiple materials. im currently at 2100 lines of code for the new material and theres a lot of stuff missing (ok, maybe 1/4 - 1/3 of it could be reused) and thats without string files(which could not be reused)!
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Phoenix
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by Phoenix » Mon Aug 10, 2009 8:19 am
fused wrote:Yes, if it's practicable and/or even possible for fused to convert a complex composition of layers into a meaningful blend materials hierarchy. I'm not so sure about it.
it is, Pilbuz requested it and i posted how to do it. will do, but maybe not in the initial release...
Oh it is? That are great news! I'm looking forward to it.
fused wrote:(like it's with C4Ds own Lumas Shader, which exists as a material and as a channel shader for using it in other materials also) that shouldn't be a problem, should it?
its quite a problem i think. it would mean duplicate resource files and code, since its not possible to use the same resources in multiple materials. im currently at 2100 lines of code for the new material and theres a lot of stuff missing (ok, maybe 1/4 - 1/3 of it could be reused) and thats without string files(which could not be reused)!
It was just an idea. I'm not a very experienced programmer so it simply was from my users point of view. Of course, you have to decide what's practicable and what's not.
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fused
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by fused » Mon Aug 10, 2009 8:23 am
material setting are nearly done, just a few spectra for emission, absorption and scattering missing.
ill fix up the import after that. ah, maybe not today
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fused
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by fused » Tue Aug 11, 2009 1:52 am
hey fellows,
i've been working on the vieport preview texture and internal render representation. here are two random shots.
a qube and a camera mapped landscape in the editor
- Bild 2.png (342.16 KiB) Viewed 2810 times
a custom indgo mateial in the internal renderer. not perfect, the material does not really interact with the lights (shading is dependent on face normal and eye vector), but it can do shadows
- Bild 1.png (723.44 KiB) Viewed 2810 times
as i said: its just a rough preview. but i think a lot better than just plain white
im getting closer
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fused
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by fused » Tue Aug 11, 2009 2:25 am
and just so for the record: camera mapping on custom materials rendered with indigo
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Attachments
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fused
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by fused » Tue Aug 11, 2009 8:25 pm
more awesomeness ^^
abc texture parameters are taken into consideration for the internal renderin, not yet for the editor but that will be supported in the end, too:
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pixie
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by pixie » Tue Aug 11, 2009 8:47 pm
fused wrote:more awesomeness ^^
Fused, master of awesomeness
PS- will it be possible to render those on Cinema own engine?
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fused
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by fused » Tue Aug 11, 2009 9:01 pm
pixie wrote:PS- will it be possible to render those on Cinema own engine?
errr... thats what i did in the above posts.... sooooo... yes?
to some degree at least
no bump, no displacement, no reflection, no refraction, no glossyness. just color and transparency for specular and glossy transparen material.
and shadows
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pixie
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by pixie » Tue Aug 11, 2009 9:16 pm
fused wrote:pixie wrote:PS- will it be possible to render those on Cinema own engine?
errr... thats what i did in the above posts.... sooooo... yes?
to some degree at least
fused wrote:no bump, no displacement, no reflection, no refraction, no glossyness. just color and transparency for specular and glossy transparen material.
and shadows
Yeah!!
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fused
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by fused » Tue Aug 11, 2009 9:22 pm
oh and i might do reflection and refraction, found a nice resource ^^
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