Supports new 1.0.6 features:
- alpha render
- region rendering
- different filter settings
http://www.indigorenderer.com/joomla/fo ... php?t=3479
First-time users: I made some tutorial videos on how to set it up properly
#1 http://www.indigorenderer.com/joomla/fo ... php?t=3123
#2 http://www.indigorenderer.com/joomla/fo ... php?t=3141
Changes in this release:
Changes include getting MtI to put XML fragments for materials and meshlights back into the shader notes field.
Enter <!-- mti_replaceNotesShader --> in the notes for shaders that define materials, or <!-- mti_replaceNotesMeshlight --> in the notes for shaders that are emitters for meshlights. After exporting, you will find that these tags have been replaced with XML code.
Meshlights will read this code on the next export, but only PhongE shaders will read the material XML.
There are toolbar buttons to help insert this code into the selected shader.
IGM's can be loaded for assigning to objects. The IGM function was written with the original IGM spec in mind and will only work if the material defined in the IGM has the same name as the filename. MtI does not search the contents of the IGM file at present.
Usage: Select objects, press button, find IGM file.
As per the (first) specification for IGM, the created shading group will use the filename (no extension). If you wish to use a different material defined in the file, you will need to manually rename the shading group.
The created PhongE shader only serves to load the IGM via an <include> tag and is named [MaterialName]_Loader
The version number has been bumped up to reflect the latest version of indigo supported by MtI.
The output batch files have been renamed slightly, and an additional batch file is created (currently windows only) to easy resuming renders. Simply drag + drop your last IGI file onto it and indigo will resume.
There is a new option to save materials out to separate IGM files.
The camera aspect ratio is now set properly, and the resolution presets match those built into Maya.
extra_atmospheric is now supported.
I also re-arranged lots of the settings in the scriptnode to put them in better logical groups, and to put things in the same order as they appear on the GUI (where relevant).
I think the GUI has changed since the last release too.
Revision 200, attached fixes exit portals bug and renderdirect on linux.
UPDATE 6th Feb 2008
Moved progress bar to main GUI window. Disabled separate progWin window creation. (For linux compatibility).
NEW Maya plugin shader.
Created scripted plugin indigoShader, and adapted MtI to use it.
NB1: You need to install both MtI and the plugin from this revision for this to work.
a) install MtI in the usual place.
b) copy the icons to the usual place - there is a new icon for the indigoShader node
c) copy the indigoShader folder and it's contents to your scripts directory (%MyScriptPath%)
d) edit your Maya.env and add the following:
Code: Select all
MAYA_PLUG_IN_PATH = %MyScriptPath%/indigoShader
e) Launch Maya, open the Plug-in Manager (Window menu -> Settings/Preferences)
f) Click the browse button and find indigoShader.py in your user scripts/indigoShader folder
(EDIT: step (f) might not be necessary. indigoShader.py should already be in the list)
g) Once loaded, choose Auto-load.
Now you can assign an "Indigo Shader" to an object and have direct control over the proper indigo parameters for materials.
NB2: There is NO support for bump or exponent maps in this first version of the plugin.
NB3: The shader plugin doesn't do any real shading within Maya or MR, Maya will render a flat colour and MR renders black iirc.
Full change log is in the .zip as per usual.