IndigoMax 0.3.8

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subpixel
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IndigoMax 0.3.8

Post by subpixel » Thu Nov 07, 2013 12:26 pm

Hello all,

Here's a small batch of fixes for IndigoMax. Thanks to all who have contributed.

Changes:
  • Done: Added modifier Indigo Settings (might need a better name) for mesh subdivision settings
  • Done: Detect missing UV or missing texture files. Indicated with fuchsia color
  • Fixed: Incorrect handling of missing textures or with relative paths
  • Some minor fixes in installer
  • Fixed: IndigoMax install doesn't appear in Windows' Programs and Features for uninstall
  • Done: Set the default downsize filter to match Indigo "safe" defaults
Download:
IndigoMax 0.3.8
IndigoMax RT 0.3.8

Notes:
Versions: max2011 / 2012 / 2013 / 2014 64bit.
This version renders material previews with short halt time, it gives relatively fast response, but results with low sampling for more complex materials. This issue will be addressed with separate preview window in future versions.

Hope for some comments, suggestions and descriptive bug reports. Please post them in this thread or send PM.

Cheers,
Jake

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Re: IndigoMax 0.3.8

Post by subpixel » Fri Nov 08, 2013 8:31 pm

I'd like to ask you how would you like to have emission scales implemented. As there are two ways of setting it in SDK.
  • On model basis, for each submaterial ID
  • On material basis, only for root material
The first one would translate into node property page with one emission scale setting for all submatierials (for simplicity sake). This solution seems fairly clear, but splits emission definition into two parts (one in material, second on object).

The second one could be implemented in Indigo Settings material. The problem with this solution is it might be not clear which emission scale is effective in complex material trees (as it only applies to root node).

What do you think about it?
Hope for some suggestions.

Thanks,

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Re: IndigoMax 0.3.8

Post by ENSLAVER » Sat Nov 09, 2013 4:39 pm

Sorry I haven't had much time to test, here's a couple of quick things:

The Indigo Settings modifier is working great.

[*] White Balance not applied when pressing Update.
[*] Phong material diffuse colour selector has no effect. Also phong colour selector stays grey when changing from a diffuse material that has a colour selected. Ideally, in my opinion, the colour selector box should stay the same from diffuse to phong.

Geometry seems to be reloaded whenever there is a change to the scene, which can make positioning a camera in scenes with heavy geometry tricky and seems to cause crashes/freezes if too many movements are made while the scene is restarting. I have no idea how max/indigo handle loaded geometry but for interactive rendering keeping the geometry loaded seems like a good idea.

I'm not sure what changes to the scene require a full restart of the rendering, obviously adding/moving geometry would need it to restart. Camera movement/material changes/sun movement don't need to reload geometry?
subpixel wrote:I'd like to ask you how would you like to have emission scales implemented. As there are two ways of setting it in SDK.
  • On model basis, for each submaterial ID
  • On material basis, only for root material
The first one would translate into node property page with one emission scale setting for all submatierials (for simplicity sake). This solution seems fairly clear, but splits emission definition into two parts (one in material, second on object).

The second one could be implemented in Indigo Settings material. The problem with this solution is it might be not clear which emission scale is effective in complex material trees (as it only applies to root node).

What do you think about it?
Hope for some suggestions.

Thanks,
I have no idea what any of that means :D You could probably see how the other exporters do it and why they chose to do it that way. I know max is a different beast but the reasons why might still apply.

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Re: IndigoMax 0.3.8

Post by subpixel » Sun Nov 10, 2013 11:50 am

ENSLAVER wrote:Phong material diffuse colour selector has no effect
Fixed for next release

About any issues concerning interactive mode. I keep them tracked, but will have them fixed gradually in next 0.4.x series. It will be focused on active shading as well as fixing and extending VFB controls.
ENSLAVER wrote:Geometry seems to be reloaded whenever there is a change to the scene
Well, on Max side geometry is built only when needed, also scene graph is preserved between render calls. However, scene needs to be finalized before each rendering and most likely it triggers intersection lookup structures regeneration, which might take a while. This issue should be fixed to some extent with next minor version.

Thanks for reports and feedback.

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Re: IndigoMax 0.3.8

Post by awsjolie » Sun Nov 10, 2013 10:49 pm

I have problem here with RT version

Image

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Re: IndigoMax 0.3.8

Post by subpixel » Sun Nov 10, 2013 11:50 pm

awsjolie wrote:I have problem here with RT version
Could you describe how did you get this error?
Please note that it will be solved with next series as it will stop using maxscript for VFB integration.

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Re: IndigoMax 0.3.8

Post by awsjolie » Mon Nov 11, 2013 6:43 am

subpixel wrote:
awsjolie wrote:I have problem here with RT version
Could you describe how did you get this error?
Please note that it will be solved with next series as it will stop using maxscript for VFB integration.
This log appear when i open 3dsmax, and it appear again everytime i change renderer.

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Re: IndigoMax 0.3.8

Post by subpixel » Mon Nov 11, 2013 9:40 am

Have you tried re-installing IndigoMax? Please use automatic uninstaller or if there was an earlier version installed please follow these instructions
Should it fail, please remove IndigoMax.ms from <max root>\scripts\startup. It will disable VFB floater altogether, but it's not necessary for rendering.

Hope it helps,

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Re: IndigoMax 0.3.8

Post by tar_gniK » Fri Nov 15, 2013 3:08 am

Subpixel,

Progress is looking good with IndigoMax. Now that Indigo/Max integration is getting somewhere, maybe it is time for a PDF guide?

There are basic settings that I can't seem to find or toggle.. such as switching between Sun/Sky, HDRI, or background which was neatly in its own tab in Maxigo. I don't know if I am doing something wrong, but when I switch the Material Editor to "Indigo Renderer", the preview is just white.

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Re: IndigoMax 0.3.8

Post by subpixel » Fri Nov 15, 2013 9:03 am

Hi tar_gnik,

I'm glad you like IndigoMax.
About manual: I'm not sure if you're familiar with this manual written by Thomas. He did a great job there and I guess it covers all basic aspects of getting started with IndigoMax.

You might be interested in particular in this chapter. Not sure if that's what you had in mind.

About Material Editor being white: it's strange indeed, could you elaborate, send some screenshots? Just in case, please try a clean install, following these instructions

Thanks,

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Re: IndigoMax 0.3.8

Post by tar_gniK » Sat Nov 16, 2013 6:24 am

Thanks for the link Subpixel, those helped. I also found a brief guide in the Indigo Manual.

However, the materials are still a problem. I uninstalled but problem persists.

Image attached.
Attachments
indigo.jpg

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Re: IndigoMax 0.3.8

Post by subpixel » Sat Nov 16, 2013 7:02 am

Hmm, I'm not able to replicate this bug.
Does it render correctly in regular render?
Does it happen for all materials (different definitions or material types like standard)?
Do you have gamma correction enabled (what are gamma settings) ?

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Re: IndigoMax 0.3.8

Post by tar_gniK » Sat Nov 16, 2013 9:37 am

Yes in a normal standard render, the material comes out as expected.

In regards to the material editor, yes this seems to happen for all the materials, standard etc.

I currently have gamma correction turned off.

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Re: IndigoMax 0.3.8

Post by subpixel » Wed Nov 27, 2013 7:01 am

tar_gniK wrote:In regards to the material editor, yes this seems to happen for all the materials, standard etc.
Does it still occur with newest release?
Sorry, but still have no luck with replicating it on my machine.

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Re: IndigoMax 0.3.8

Post by tar_gniK » Thu Nov 28, 2013 3:41 am

I updated to 0.3.10 but still the problem persists.

All other material renderers work fine, including Maxigo 3.2Beta2.

Max version: 3dsMax 2012 SP2 Update 12, if that changes anything.

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