IndigoMax ver. 0.2 - VRay support

Announcements, requests and support regarding the 3DS MAX exporter
jinj
Posts: 50
Joined: Fri Dec 21, 2007 1:42 am

Re: IndigoMax ver. 0.2

Post by jinj » Wed Jul 28, 2010 7:42 am

tiling/mapping work if you use "uv mapping" modifier and DE-flag "real-world map size"... you can adjust mapping directly from the tile menu ;)

I start a first render without environment and the render was blueish! but I used as environment a spectrum map... type=blackbody and it work.... but there is no difference... in background or in light color if you use as preset=sunrise/sunset or daylight etc.!

any way...I must say that the exporter grow... and I'm exited to test vray exporting ;)

User avatar
subpixel
Developer
Posts: 237
Joined: Sun Mar 28, 2010 9:09 am

Re: IndigoMax ver. 0.2

Post by subpixel » Wed Jul 28, 2010 7:57 am

At the moment, UV settings are set on mesh basis, so if you modify UVs on a mesh than it should work just fine (even with real world scale maps). However, there are also settings for offset and tiling per map/texture and these are not yet functional on export. I hope this will clarify some things.

About spectrum maps: the preset is not yet functional (it will just set estimate temperature), but you can do it manually just put temperature and it should even give you instant preview of this color.

jinj
Posts: 50
Joined: Fri Dec 21, 2007 1:42 am

Re: IndigoMax ver. 0.2

Post by jinj » Thu Aug 12, 2010 10:49 pm

hey,
any update? :)

User avatar
filippo
Posts: 658
Joined: Sat Aug 05, 2006 8:46 pm
Location: italia(senigallia-an)
Contact:

Re: IndigoMax ver. 0.2

Post by filippo » Wed Aug 18, 2010 11:33 pm

Sorry, but I failed to render, the buffer remains black , I used direct , camera of 3dmax .can you help me?
sorry for my poor language
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb

User avatar
subpixel
Developer
Posts: 237
Joined: Sun Mar 28, 2010 9:09 am

Re: IndigoMax ver. 0.2

Post by subpixel » Wed Aug 18, 2010 11:51 pm

Hey all,

I've been away for a while, but I'm back and I'll try to post a new version soon.

To filippo:
Could you elaborate on scene setup (esp lighting) and rendering behaviour (is it rendering or does it halt). Also try interactive mode for getting some error info from GUI version of Indigo.

User avatar
filippo
Posts: 658
Joined: Sat Aug 05, 2006 8:46 pm
Location: italia(senigallia-an)
Contact:

Re: IndigoMax ver. 0.2

Post by filippo » Thu Sep 02, 2010 10:58 pm

now the renderer it's work very fine... but I did not understand how to put the Sun&sky...
can you help me?
sorry for my poor language
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb

User avatar
subpixel
Developer
Posts: 237
Joined: Sun Mar 28, 2010 9:09 am

Re: IndigoMax ver. 0.2

Post by subpixel » Fri Sep 03, 2010 2:44 am

Unfortunately, at the moment sun light is not supported. But I might include it in next release.

User avatar
filippo
Posts: 658
Joined: Sat Aug 05, 2006 8:46 pm
Location: italia(senigallia-an)
Contact:

Re: IndigoMax ver. 0.2

Post by filippo » Fri Sep 10, 2010 9:34 pm

First litle test...It's work very well the interface it's in max style..I really like
Render time for render 1 e 2 it's 3m.
in the 3 render I don't have a render time max it's stop and I failed to save the file, I think this has happened to indigomax, why I closed the render buffer while render advanced and I open the render tad immediately

In the 3 render autofosus it's on, and the target of camera it's in center of the red cube

In the material don't work a bottom to add a map in the side of diffuse colore, it's work in the list of map
thanks
Filippo (Radiosity)
sorry for my poor language
Attachments
test3.jpg
test2.jpg
test.jpg
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb

User avatar
subpixel
Developer
Posts: 237
Joined: Sun Mar 28, 2010 9:09 am

Re: IndigoMax ver. 0.2

Post by subpixel » Wed Sep 15, 2010 12:55 am

Thank you fillipo, for testing IndigoMax.
I hope you'll like also next release. It might take some time though.

User avatar
subpixel
Developer
Posts: 237
Joined: Sun Mar 28, 2010 9:09 am

Re: IndigoMax ver. 0.2

Post by subpixel » Sat Oct 16, 2010 3:51 am

Hello,

After some delay, here's a new release v0.2.91.
It brings VRay material and light support. For time being it's only VRayMtl, VRayLightMtl and VRayLight object (planar), but further integration is being developed. It's still work in progress, but I'm curious what do you think about it.

As always, I'm anxious to get some feedback and bug reports.

Cheers,

jinj
Posts: 50
Joined: Fri Dec 21, 2007 1:42 am

Re: IndigoMax ver. 0.2 - VRay support

Post by jinj » Sat Oct 16, 2010 9:26 pm

hi,
just a quick and incomplete test.
the scene is a simple vray test scene.
all materials are vray and there are 2 vraylight plane in the scene.
:D
bears vray.jpg

User avatar
subpixel
Developer
Posts: 237
Joined: Sun Mar 28, 2010 9:09 am

Re: IndigoMax ver. 0.2 - VRay support

Post by subpixel » Sun Oct 17, 2010 7:44 pm

Hey jinj,

Thanks for testing. That's a nice image. Anyway, there's still a lot to do with Vray support, but I think it's a good starting point.
As always, I'm open to suggestions and bug reports.

Cheers,

jinj
Posts: 50
Joined: Fri Dec 21, 2007 1:42 am

Re: IndigoMax ver. 0.2 - VRay support

Post by jinj » Sun Oct 17, 2010 9:13 pm

subpixel wrote:Hey jinj,

Thanks for testing. That's a nice image. Anyway, there's still a lot to do with Vray support, but I think it's a good starting point.
As always, I'm open to suggestions and bug reports.

Cheers,
glad you like. I hope to see other vray feature implemented as soon as possible!
thank you for this promising update.

User avatar
Zom-B
1st Place 100
Posts: 4700
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: IndigoMax ver. 0.2 - VRay support

Post by Zom-B » Mon Oct 18, 2010 11:11 am

this vray support begs for some comparison renderings in the future ;)
polygonmanufaktur.de

Soup
Posts: 444
Joined: Sat Jun 13, 2009 1:20 am

Re: IndigoMax ver. 0.2 - VRay support

Post by Soup » Mon Oct 18, 2010 12:14 pm

Vray support is a very interesting direction, I'd like to see how it turns out!

Post Reply
32 posts

Who is online

Users browsing this forum: No registered users and 37 guests