MayaToIndigo 1.0.9(.3) (Updated 25th April 2008)
MayaToIndigo 1.0.9(.3) (Updated 25th April 2008)
I've done work on the indigoShader to support:
- Bump maps
- Exponent maps
- Blending
- Texture ABC coefficient support
- Texture Gamma support
To use a bump map, you need to manually connect a bump2d node to the indigoShader (middle-drag the bump2d onto it, choose default).
To use an exponent map, attach a file texture to the phong's Exponent attribute.
The ABC and Gamma parameters previously did nothing, but now they are used for the relevant texture.
NB: Bump strength is controlled via the ABC coefficients, not by any parameter on the bump2d node.
To blend indigoShaders, use a Layered Shader on your geometry, and connect 2 shaders to it (these shaders could be indigoShaders, or any other that MtI translates - including another Layered Shader).
If the first shader in the blend is an indigoShader, you should use the Blend Factor slider in the indigoShader to set the blend factor.
If you use a 2nd indigoShader, it's blend factor is ignored.
Blend factors for non-indigoShaders are controlled via the Transparency attribute.
All of this info may eventually be merged into the documentation, but for now use this thread to discuss problems or ask questions about the indigoShader.
UPDATE 1093
Changed the IGM loader to use cross-platform file dialog.
NB: with this release I made the windows installer using a linux system. please report any problems.
- Bump maps
- Exponent maps
- Blending
- Texture ABC coefficient support
- Texture Gamma support
To use a bump map, you need to manually connect a bump2d node to the indigoShader (middle-drag the bump2d onto it, choose default).
To use an exponent map, attach a file texture to the phong's Exponent attribute.
The ABC and Gamma parameters previously did nothing, but now they are used for the relevant texture.
NB: Bump strength is controlled via the ABC coefficients, not by any parameter on the bump2d node.
To blend indigoShaders, use a Layered Shader on your geometry, and connect 2 shaders to it (these shaders could be indigoShaders, or any other that MtI translates - including another Layered Shader).
If the first shader in the blend is an indigoShader, you should use the Blend Factor slider in the indigoShader to set the blend factor.
If you use a 2nd indigoShader, it's blend factor is ignored.
Blend factors for non-indigoShaders are controlled via the Transparency attribute.
All of this info may eventually be merged into the documentation, but for now use this thread to discuss problems or ask questions about the indigoShader.
UPDATE 1093
Changed the IGM loader to use cross-platform file dialog.
NB: with this release I made the windows installer using a linux system. please report any problems.
- Attachments
-
- MayaToIndigoInstaller-1093-linux.zip
- (165.39 KiB) Downloaded 415 times
-
- MayaToIndigoInstaller-1093-win.zip
- (121.73 KiB) Downloaded 552 times
Last edited by dougal2 on Sat Apr 26, 2008 9:22 am, edited 1 time in total.
NOTE (to self):
need to change the default Specular Reflectivity to black so that by default the phong material actually has a colour
(notice there's no pink colour at all in the render above)
Also, looks the AETemplate needs to be updated to en/disable the spec.refl. attribute when phong is selected/deselected.
need to change the default Specular Reflectivity to black so that by default the phong material actually has a colour
(notice there's no pink colour at all in the render above)
Also, looks the AETemplate needs to be updated to en/disable the spec.refl. attribute when phong is selected/deselected.
- Phr0stByte
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- Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
- Contact:
This afternoon mostly out of boredom I've created a custom locator type which I intend to use to specify Exit Portals instead of using real geometry.
The locator looks like the screenshot, with a red normal marker to show which side should point into your room/house/whatever.
This is scripted in python, in the same plugin as the indigoShader - which will also mean that in future releases I may have to rename indigoShader.py to indigoPlugin.py
I've yet to decide how to implement the export function for this - this is just a node prototype for now.
The locator looks like the screenshot, with a red normal marker to show which side should point into your room/house/whatever.
This is scripted in python, in the same plugin as the indigoShader - which will also mean that in future releases I may have to rename indigoShader.py to indigoPlugin.py
I've yet to decide how to implement the export function for this - this is just a node prototype for now.
- Attachments
-
- indigoExitPortal.jpg (73.57 KiB) Viewed 8262 times
Bug found in calculating basic medium absorption spectrum:
The RGB values are subtracted from 1, therefore specifying RGB > 1 for higher absorption results in negative RGB export = black material.
proposed solution: add an RGB Absorption Gain parameter to indigoShader and then:
RGB Absorption Exported = ( 1 - Asorption RGB ) * RGB Absorption Gain.
Therefore Absorption RGB doesn't need to be (and shouldn't be) > 1.
SSS aborption doesn't suffer this issue since the RGB doesn't need to be "inverted".
Not sure how the gain could be managed for non indigoShader materials (blinn).
The RGB values are subtracted from 1, therefore specifying RGB > 1 for higher absorption results in negative RGB export = black material.
proposed solution: add an RGB Absorption Gain parameter to indigoShader and then:
RGB Absorption Exported = ( 1 - Asorption RGB ) * RGB Absorption Gain.
Therefore Absorption RGB doesn't need to be (and shouldn't be) > 1.
SSS aborption doesn't suffer this issue since the RGB doesn't need to be "inverted".
Not sure how the gain could be managed for non indigoShader materials (blinn).
CTZn
I've just looked through your changes. I didn't notice very many changes, mostly that you have quite an old version
I'm OK with your ideas except the <absorption_coefficient_spectrum> stuff.
Yes, the absorption is scale dependant - and people who construct scenes need to use appropriate values for the scale that they model at.
IMO it's correct that the absorption effect changes with object size. I think that trying to scale the absoptions values with GSF is counter-intuitive.
Regarding your parameter editor GUI thing (which I've not tested yet) - you should really grab a recent MtI and play with the indigoShader before getting too involved in doing that materials stuff. It's a good idea for the lights and camera though - bear in mind that camera settings need to be synced to the mti_settings script node too (I'm sure you know this ).
SVN should be up to date for you to look at in a few minutes time.
I've just looked through your changes. I didn't notice very many changes, mostly that you have quite an old version
I'm OK with your ideas except the <absorption_coefficient_spectrum> stuff.
Yes, the absorption is scale dependant - and people who construct scenes need to use appropriate values for the scale that they model at.
IMO it's correct that the absorption effect changes with object size. I think that trying to scale the absoptions values with GSF is counter-intuitive.
Regarding your parameter editor GUI thing (which I've not tested yet) - you should really grab a recent MtI and play with the indigoShader before getting too involved in doing that materials stuff. It's a good idea for the lights and camera though - bear in mind that camera settings need to be synced to the mti_settings script node too (I'm sure you know this ).
SVN should be up to date for you to look at in a few minutes time.
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