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SkIndigo 3.8.9.1

Posted: Sat Aug 23, 2014 12:39 am
by OnoSendai
Hi All,
Thought I should bump the version number :)

Changelog:

Version 3.8.9.1
Changed automatic material conversion - default material is now usually Phong, IOR 1.3, Fresnel scale 0.75.
Metals are attempted to be detected as well, based on material name.
Not exporting specular materials as clay in monochrome/clay render mode.
Fixed up animation export some more. Fixed texture export, only exporting entities once etc..
Improved 'SkIndigo Export Run' stats a bit.



Minimum required Indigo version is 3.8.8.

RBZ: (Works on all platforms)
http://downloads.indigorenderer.com/dis ... .8.9.1.rbz

Windows Installer:
http://downloads.indigorenderer.com/dis ... taller.exe

Re: SkIndigo 3.8.9.1

Posted: Sat Aug 23, 2014 1:04 am
by Pibuz
OnoSendai wrote: Changed automatic material conversion - default material is now usually Phong, IOR 1.3, Fresnel scale 0.75.
Thanks but...why phong? We sketchuppers usually use the default material to paint walls, if there is not the need to have a very very close shot of a wall.. Making it phong will increase the rendering time, or at least will force us to paint the basic walls with a different material to avoid long rendering times for our fast previews..

I think a simple diffuse mat would be better... Waiting to know about someone else's experience though!

Re: SkIndigo 3.8.9.1

Posted: Sat Aug 23, 2014 1:10 am
by OnoSendai
Hi Pibuz,
It's Phong, because most materials are closer to Phong than to Diffuse, I would say.
It's not a very 'shiny' Phong, since the IOR is low and the frensel fraction is less than one.

Re: SkIndigo 3.8.9.1

Posted: Sat Aug 23, 2014 1:15 am
by Pibuz
well ok I'll try that :D
I was just thinking about stressing less the cpu for the fast previews. A low IOR phong is still a phong to be computed, isn't it? so I'm expecting slightly longer rendering times, although I agree with you about the realism of the material!

Re: SkIndigo 3.8.9.1

Posted: Sat Aug 23, 2014 10:47 pm
by Pibuz
..btw, how does the automatic metal shader convertion works?

Re: SkIndigo 3.8.9.1

Posted: Wed Aug 27, 2014 2:17 pm
by ak-sam
Excellent! Thanks!

I only use diffuse for asphalt, tree bark and tyres.

Almost everything in sketchup (typical interior and exterior scenes and objects) will be component-based, and the components should contain material settings for metal car wheels, etc. For terrain, even the grass and dirt might a scatter component.
The only "raw" geometry in our scenes should be walls, floors, ceilings, and paved outdoor surfaces, which is the stuff we paint within sketchup (with the paint bucket)..so that's going to be Phong.

...In practise it doesn't work that easily but I think that's the idea.

Re: SkIndigo 3.8.9.1

Posted: Wed Aug 27, 2014 6:48 pm
by Oscar J
Phong is better for tyres.

Re: SkIndigo 3.8.9.1

Posted: Wed Aug 27, 2014 11:42 pm
by OnoSendai
Pibuz wrote:..btw, how does the automatic metal shader convertion works?
If the material name contains 'metal', 'chrome', 'aluminium'/'aluminum' etc.. it makes the material metal.

Re: SkIndigo 3.8.9.1

Posted: Thu Aug 28, 2014 2:27 am
by Enrico
Hi guys! I have a problem with the last skindigo's version. In a complex scene I've two groups into one mother group, but skindigo don't "see" one of these groups. I had to explode the "ghost" group to solve the problem!

Re: SkIndigo 3.8.9.1

Posted: Thu Aug 28, 2014 5:33 am
by Pibuz
Enrico, please post at least a simplified sketchup scene so Ono can figure the issue out..

Ono: wow seems wonderful! Thanks!

Re: SkIndigo 3.8.9.1

Posted: Thu Aug 28, 2014 9:29 am
by Enrico
Ok Pibuz!! I place the scene if the problem occurs again!! Apart this problem the plugin is great