SkIndigo 3.0.14 (3.0 Stable)

Announcements, requests and support regarding SkIndigo - the Sketchup / Indigo exporter.
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fractal.design
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Re: SkIndigo 3.0.10

Post by fractal.design » Fri Jun 17, 2011 3:56 pm

Headroom wrote: PT 41k samples/seconds after about 2:30 min
Maybe I'm retarded, but why does samples/seconds matter so much? (shouldn't the end quality after x time be the important thing?)

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Pibuz
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Re: SkIndigo 3.0.10

Post by Pibuz » Fri Jun 17, 2011 9:46 pm

Hi Whaat!
I noticed that the render methods in SkIndigo have different names from the ones we find in the Indigo GUI: could it be possible to uniform those? So the correlation is more intuitive!

Second request: would it be possible to enable/disable the GPU contribution through the exporter too? Obviously, enabling GP support should warn the automatic switch to PT (as it is somehow now with the architectural glass acceleration).

Thank you!

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Headroom
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Re: SkIndigo 3.0.10

Post by Headroom » Sat Jun 18, 2011 1:08 am

fractal.design wrote:
Headroom wrote: PT 41k samples/seconds after about 2:30 min
Maybe I'm retarded, but why does samples/seconds matter so much? (shouldn't the end quality after x time be the important thing?)
I am afraid you are reading too much into my posts. I was merely reporting a noticable difference in behavior between CPU supported Path Tracing and non-GPU PT. I am curious what experience other users have.

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Re: SkIndigo 3.0.10

Post by Whaat » Sat Jun 18, 2011 3:13 am

Pibuz wrote:Hi Whaat!

..I'm currently testing 3.0, but keeping 2.6.1 installed.
Could be useful to make SkIndigo point to a specific Indigo.exe: atm the additional specified path only works if SkIndigo cannot find a Indigo.exe in the default folder. In my case, there is a default folder, so my skindigo exports 3.0 scenes and starts with 2.6.1 Indigo.exe, which obviously causes crashes.

This is only a temp bug, I know, but could be useful for future releases, I think.

My hint is: remove the "Indigo default folder" search, and specify the exe location when installing SkIndigo. The path should be then re-set afterwards, to ensure a sort of flexibility.
Hi Pibuz,

I am currently doing some modifications in this area. I really like the idea of SkIndigo automatically finding the correct path to Indigo but it is now even more complicated with the release of Indigo RT. I may have to make the change that you suggest as a compromise.

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Pibuz
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Re: SkIndigo 3.0.10

Post by Pibuz » Sat Jun 18, 2011 3:24 am

I am not suggesting the automatic finding Dale! Just the opposite! I suggest to have an option to manually point the desired Indigo.exe! :lol:

...my english must be gone worse... :mrgreen:

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Re: SkIndigo 3.0.10

Post by Whaat » Sat Jun 18, 2011 3:39 am

Pibuz wrote:Hi Whaat!
I noticed that the render methods in SkIndigo have different names from the ones we find in the Indigo GUI: could it be possible to uniform those? So the correlation is more intuitive!
Yeah, I will probably adjust this. Thanks.
Second request: would it be possible to enable/disable the GPU contribution through the exporter too? Obviously, enabling GP support should warn the automatic switch to PT (as it is somehow now with the architectural glass acceleration).

Thank you!
I don't think this is currently possible but I'll look into it. I could be wrong.

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Re: SkIndigo 3.0.10

Post by Whaat » Sat Jun 18, 2011 3:40 am

Pibuz wrote:I am not suggesting the automatic finding Dale! Just the opposite! I suggest to have an option to manually point the desired Indigo.exe! :lol:

...my english must be gone worse... :mrgreen:
No, I understand exactly what you meant but I think my response was confusing! :lol:

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Re: SkIndigo 3.0.10

Post by Whaat » Sat Jun 18, 2011 5:06 am

Has anyone tried rendering a simple PNG cutout with alpha channel using Indigo 3.0? 8)

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Pibuz
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Re: SkIndigo 3.0.10

Post by Pibuz » Sat Jun 18, 2011 5:23 am

Hey hey hey! You must put that to the ADDED list! I'm trying now! YOU BET!

EDIT: THIS IS COOOOOOOOL! thank you Whaat!
I'm going to try with a harder scene now :wink:

RE-EDIT: YAY! works with tif textures too!

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Re: SkIndigo 3.0.10

Post by Pibuz » Sat Jun 18, 2011 5:29 am

Whaat wrote:Has anyone tried rendering a simple PNG cutout with alpha channel using Indigo 3.0? 8)
btw, we don't actually need the alpha channel: simply, the base image must have transparent parts!
That's even cooler!!!!!

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Re: SkIndigo 3.0.10

Post by joeyslucky22 » Sat Jun 18, 2011 8:35 am

Heck yeah!! Awesome! I was wondering if that would eventually be implemented! Way to go Whaat!
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Whaat
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Re: SkIndigo 3.0.10

Post by Whaat » Sat Jun 18, 2011 9:00 am

joeyslucky22 wrote:Heck yeah!! Awesome! I was wondering if that would eventually be implemented! Way to go Whaat!
Don't thank me! It was implemented on the Indigo 3.0 side. That's why it's not in my changelog.

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Re: SkIndigo 3.0.10

Post by joeyslucky22 » Sat Jun 18, 2011 9:42 am

Woops! Got confused lol. Thanks for nothing! :mrgreen:

I'm liking 3.0 more and more!
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Re: SkIndigo 3.0.10

Post by Whaat » Sun Jun 19, 2011 4:57 pm

Updated first post with 3.0.10b

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Re: SkIndigo 3.0.10

Post by Jeff Hammond » Wed Jun 22, 2011 12:25 pm

Whaat wrote: #Added: auto-lounching of renders on Mac
nice!
seems like magic :D
thank you.

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