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?
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.
I have no idea what any of that means
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.