Public alpha release of IndigoMax

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dcm
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Re: Public alpha release of IndigoMax

Post by dcm » Thu May 31, 2012 4:30 am

That sounds amazing but i have question.
Why not to release usable version with basic functions to satisfy waiting users and after that working on super tropper functions like mentioned above ?

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Zom-B
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Re: Public alpha release of IndigoMax

Post by Zom-B » Thu May 31, 2012 6:10 am

dcm wrote:Why not to release usable version with basic functions to satisfy waiting users and after that working on super tropper functions like mentioned above ?
Your argument is valid!
(But I understand that developing stuff its also about fun as a coder to get stuff working as a personal goal)
polygonmanufaktur.de

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subpixel
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Re: Public alpha release of IndigoMax

Post by subpixel » Thu May 31, 2012 7:39 am

Hello,

I agree with you. In fact that's my intention for the whole time. However, there's a problem. I can't read people minds very well.
It's up to you (and I mean whole Max users community) to decide what feature set is expected. In fact, I was instructed that non-blocking behavior is a must for rendering purposes. So here I am implementing it.
I'd be happy to release first beta, yet there's a couple of items on todo my list:
  • brushing up Indigo Texture
  • implementation of non-blocking rendering along with realtime tonemapping
  • implementation of active shade rendering along with responsive material editor
Feel free to add some or cross out some. Meanwhile, I'll stick to the list.

Regards,
Jake

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OnoSendai
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Re: Public alpha release of IndigoMax

Post by OnoSendai » Thu May 31, 2012 11:36 am

Hi Jake,
I think regular releases, even if there are bugs and/or unfinished features, would be fantastic.
To enable this, it's useful to have some kind of automated, or at least simple 'push-button' build system for making releases. We can chat about this off-forum.

nick

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dcm
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Re: Public alpha release of IndigoMax

Post by dcm » Wed Jun 27, 2012 11:38 pm

bump

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Re: Public alpha release of IndigoMax

Post by Stromberg » Thu Jun 28, 2012 10:23 am

dcm wrote:bump
Bumpity, bump.

kdarius
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Re: Public alpha release of IndigoMax

Post by kdarius » Wed Jul 04, 2012 3:14 am

no bump for you to the bottom of the list you go....

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OnoSendai
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Re: Public alpha release of IndigoMax

Post by OnoSendai » Wed Jul 18, 2012 4:29 am

Hi Guys,
We're just working on a new version of the Indigo SDK. This will allow IndigoMax to work with 3ds max 2013. I have tested it and it works great here, so Jakub should have a new build with 3ds max 2013 support soon.

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Re: Public alpha release of IndigoMax

Post by kdarius » Wed Jul 18, 2012 5:36 am

any update on the when active shade will work?

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dcm
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Re: Public alpha release of IndigoMax

Post by dcm » Wed Jul 18, 2012 5:52 am

first beta for 2010-2012 is more important imo.
Not everyone is using max 2013.

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Re: Public alpha release of IndigoMax

Post by Stromberg » Wed Jul 18, 2012 6:33 am

Agree with dcm, it's more important that the plugin is functional.

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OnoSendai
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Re: Public alpha release of IndigoMax

Post by OnoSendai » Thu Jul 19, 2012 1:14 am

Hi guys,
We hope to have a new release of IndigoMax out today.

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dcm
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Re: Public alpha release of IndigoMax

Post by dcm » Thu Jul 19, 2012 6:46 am

thanks for all max users here

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Re: Public alpha release of IndigoMax

Post by Stromberg » Thu Jul 19, 2012 6:53 am

Let's hope there will be a version today, cause I really want to render some of my highpoly models with indigo :)

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subpixel
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Re: Public alpha release of IndigoMax

Post by subpixel » Thu Jul 19, 2012 8:42 am

Hello,

I've uploaded a new version of IndigoMax, there's a support for max2013. It makes installation a bit more complicated. For max2013 use IndigoSDK vc100, otherwise use vc90.
Note: As it uses IndigoSDK 3.4.4 scene definition exported scenes would need compatible version of Indigo.

Cheers,
Jake

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