Thank you Whaat! and OnoSendai + Tutorial SKINDIGO beta 0.6

Announcements, requests and support regarding SkIndigo - the Sketchup / Indigo exporter.
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kwistenbiebel
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Thank you Whaat! and OnoSendai + Tutorial SKINDIGO beta 0.6

Post by kwistenbiebel » Sat Feb 03, 2007 11:33 am

Title says it...

Thanks Whaat for making this exporter plugin...and of course thanks to OnoSendai for developing Indigorender in the first place.

I have no experience with indigo, but didn't find it hard to set up a scene.
Here is my first try:
I assigned RGB light to the window material and made the table top 'glass' and hit render (=export).

Render time was 5 hours (1200X800) but i reduced image size afterwards to 800X530 because of noise. Are these kind of render times normal?

Image
Last edited by kwistenbiebel on Sat Feb 03, 2007 2:45 pm, edited 2 times in total.

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kwistenbiebel
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TUTORIAL

Post by kwistenbiebel » Sat Feb 03, 2007 1:55 pm

I thought it could be helpfull to post the tutorial that Whaat made (which is included in the indigo dropdownmenu in SU).

Again thanks Whaat for the exporter and the clean turorial:

TUTORIAL:

Render with Sun and Sky Light
1. Turn on shadows
2. Turn on Sun_Sky in SkIndigo Render Settings

Render with Custom Lights
1. Turn off shadows (Sunlight will overpower all other lights unless gain is set extremely high)
2. Use either a RGB Light or a Blackbody Light material in your scene.
3. RGB lights will emit light according to the material color.
4. Blackbody lights will emit light according to the temperature.
5. Light is only emitted from the front side of the face.

Render with Custom Background Light
1. Turn off shadows
2. Turn on Background in SkIndigo Render Settings

Create Transparent Material
1. Enable transparency in Sketchup material settings
2. Set the material type to Specular

Create Reflective Material
1. Set the material type to Phong
2. Set the specular value to >0.0

Use NK Data Materials
1. Add the prefix NK_ to the material name. Eg. NK_Au
2. See Indigo website regarding NK Data materials

Use Textures
1. Apply textures directly to individual faces, not groups or components
2. Currently, textures distorted with the position texture tool are not supported
3. Use only jpeg textures.

Use Bump Maps
1. You can select any texture that is currently in your model
2. The map will be positioned using the same coordinates as the currently applied color texture. If no color texture is applied, the bump map will not render
3. If you wish to use a bump map different then the color texture,they should be the same size or you will get strange results.
4. Set bump value to >0.0

TIPS:

1. Use Sketchup shortcut keys! Especially for assigning properties to materials.
2. Be sure that no faces are reversed. Use monochrome mode to check for reversed faces.
3. Use layers to separate geometry and lights. For example, put different lighting set-ups on different layers. If you are doing material tests, put unnecessary objects on a hidden layer
4. If you are getting strange shadows in your render, try disabling smoothing. Also, check orientation of faces
5. Modify the aperture size to control depth of field
6. If your image is blurry, use the Set Camera Focus Tool

KNOWN ISSUES/BUGS:

1. Environment maps not yet supported
2. Distorted textures not yet supported
3. Textures applied to groups and components not yet supported
4. Bump maps on specular materials do not behave as expected
5. Peak spectrums not supported

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Whaat
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Re: Thank you Whaat! and OnoSendai + Tutorial SKINDIGO beta

Post by Whaat » Sat Feb 03, 2007 4:04 pm

kwistenbiebel wrote:
Render time was 5 hours (1200X800) but i reduced image size afterwards to 800X530 because of noise. Are these kind of render times normal?
Glad things are working for you! The render time seems about right. Your image size is quite large and there are lots of areas lit with indirect lighting. Very complex scenes may take more than 24 hours for a noise free render (depends also on your system). I suggest using a smaller image size unless absolutely necessary.

Also, thanks for posting the tutorial! I don't know if I'll have the time to do a proper tutorial for this. Maybe someone else can take on the task... I think the most important thing is for the user to have some sort of material preview. Once the Indigo material previews are finished (this is currently a WIP...check the forums) I can provide a link in the script so the user can see samples of materials with various settings.

SEPO
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Joined: Mon Jan 29, 2007 5:17 am

Post by SEPO » Sat Feb 03, 2007 10:33 pm

I am totally new to Indigo. I was wondering if Indigo takes advanage of dual processors.

Biebel thanks for bringing tutorial out.

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OnoSendai
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Location: Wellington, NZ
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Post by OnoSendai » Sat Feb 03, 2007 11:39 pm

Hi Sepo,
yes, indigo will use all the CPUs you can throw at it.
But you have to set num_threads to a value higher than one.
You can do that by setting num_threads in the inifile.txt.

I'm not sure how to do it with the Sketchup plugin tho :)

sintra
Posts: 6
Joined: Wed Nov 15, 2006 10:46 pm

Post by sintra » Sun Feb 04, 2007 3:39 am

Hi All,

This is my first attempt with Indigo and with the new sketchup exporter.

It definately makes us sketchup users life alot more easy having this exporter. :D

I would be pleased to here comment regarding my first attempt. :)

I personally think it's a little dark but im not sure how to make it lighter can anyone help me on this one :?

[img][img]http://img258.imageshack.us/img258/3504 ... gs2.th.jpg[/img] [/img]

Darren

kaizen
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Joined: Sat Sep 09, 2006 1:19 am

Post by kaizen » Mon Feb 05, 2007 9:31 am

thanks Whaat by your effort, surely people appreciate it: sketchup it's intuitive, and your exporter has little options to lost in them: a good 'click & render' exporter :)

Thanks again (and Ono too, of course).

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kepler
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Location: Italy

Post by kepler » Mon Feb 05, 2007 9:24 pm

Very beautiful work Whaat! Thank you very much. :D

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