INDIGO 4
INDIGO 4
Hi
Let's try to guess what will be the features of the next version of Indigo4:
1) GPU rendering
2) Photon mapping
3) SSS. mie_cumulus
4) Preview materials in Indigo standalone application.
Any other tips credible?
Let's try to guess what will be the features of the next version of Indigo4:
1) GPU rendering
2) Photon mapping
3) SSS. mie_cumulus
4) Preview materials in Indigo standalone application.
Any other tips credible?
Mac Mini 2011 - 2,3 GHz Intel Core i5
16 GB 1333 MHz DDR3 - Intel HD Graphics 3000 512 Mb.
Samsung SSD 860 EVO 500GB - MacOS High Sierra 10.13.6
https://www.behance.net/Paolo_Conti
16 GB 1333 MHz DDR3 - Intel HD Graphics 3000 512 Mb.
Samsung SSD 860 EVO 500GB - MacOS High Sierra 10.13.6
https://www.behance.net/Paolo_Conti
Re: INDIGO 4
the movement and rotation of the mesh objects by coordinatescontegufo wrote:Hi
Let's try to guess what will be the features of the next version of Indigo4:
1) GPU rendering
2) Photon mapping
3) SSS. mie_cumulus
4) Preview materials in Indigo standalone application.
Any other tips credible?
the camera automatically adjusts ISO and EV+ - (black sreen fix)
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: INDIGO 4
We know there's a fast SSS material type coming, as well as subdivision/displacement and instancing speedup. Nick recently wrote about more post-processing at some point in the future. Fused did an editor for regular tabulated spectra if I recall correctly. 

Re: INDIGO 4
Indigo 3 has achieved point 3), exposing it is essentially a matter of exporter (it's a very easy addition to do) and GUI. However, while accurate it is also, as of Indigo 3, a very slow feature.
Guesswork, huh... generalization of Winter so for instance camera height can depend on the terrain shader, aperture and diffraction images as shaders etc ?
There is this say here: "birds dream of seeds", and I'm such a bird. Chances are, this is wishful thinking
Guesswork, huh... generalization of Winter so for instance camera height can depend on the terrain shader, aperture and diffraction images as shaders etc ?
There is this say here: "birds dream of seeds", and I'm such a bird. Chances are, this is wishful thinking

obsolete asset
Re: INDIGO 4
I feel like ui improvements could help speed things up maybe but as much as 50% of what the gpu stuff could do. It would really help our workflow.
Re: INDIGO 4
Nope, I don't think so... not at all!neo0. wrote:I feel like ui improvements could help speed things up maybe but as much as 50% of what the gpu stuff could do. It would really help our workflow.
polygonmanufaktur.de
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: INDIGO 4
Maybe 10 - 20 %.
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Re: INDIGO 4
Agree with Oscar.
GUI improvements in the exporter plugins, too.
Full ISL GUI shader support with fields and all, background Material visualisation and rotation, double sided thin Material with integrated subrates, ...
Cheers, zeiti
GUI improvements in the exporter plugins, too.
Full ISL GUI shader support with fields and all, background Material visualisation and rotation, double sided thin Material with integrated subrates, ...
Cheers, zeiti
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: INDIGO 4
Really, I would argue that offering a consistent experience, regardless of what exporter you use will help peoples work flow a lot. As a user of the sketchup expoerter, ive had to go back and forth between indigo and sketchup quite a bit. And, as there is no way to save render settings (eg camera stuff) it takes quite a bit to get things to go back to the way they were. No material thumbnails means that it takes the user more time to pick the material they want and it also means that their focus is taken off their work and onto the ui instead.
No ability to rename light layers means its easy to lose track of whats what. Texture editor needs quite bit of work as trial and error is never a good thing for a ui. I think the texture editor could benefit from a few of these.
I would also argue that the improvements should be focused on indigo itself as this is the one thing that is consistent among all users

I would also argue that the improvements should be focused on indigo itself as this is the one thing that is consistent among all users

Re: INDIGO 4
Should Indigo standalone be ergonomic at all ? Somewhat ? Extendedly imho. The exporters/standalone debate is now too old.
Today, two exporters are painfully keeping up. The standalone UI hasn't bulged much, remains destructive of what it ignores. Unexposed features keep being requested.
Maybe greatness can sleep eternally under a poor UI, then there's flesh. On a different note, I'm hating the fact that I'm starting to sound like that other beach boy back then (: (yes I'm bitter)
Today, two exporters are painfully keeping up. The standalone UI hasn't bulged much, remains destructive of what it ignores. Unexposed features keep being requested.
Maybe greatness can sleep eternally under a poor UI, then there's flesh. On a different note, I'm hating the fact that I'm starting to sound like that other beach boy back then (: (yes I'm bitter)
obsolete asset
Re: INDIGO 4
I do do get a sense that indigo'a greatness is being hidden under its ui. Material blending is pure awesome joy but i feel like it could be approached in a more elegant way. Material icons could be dragged on top of one another another for a more natural feel. Blends could be shown via stacking of material icons in a faux 3d space of sorts. UI also looks somewhat dated imo. Blender style sliders for instance would look more up to date
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