IndigoMax 0.6.8

Announcements, requests and support regarding the 3DS MAX exporter
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fused
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IndigoMax 0.6.8

Post by fused » Sat Nov 25, 2017 8:17 am

IndigoMax-0.6.8-installer.exe: http://downloads.indigorenderer.com/dis ... taller.exe
IndigoMax-0.6.8-RT-installer.exe: http://downloads.indigorenderer.com/dis ... taller.exe

Supported max versions: 2013, 2014, 2015, 2016, 2017, 2018.


0.6.8
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Material overrides are now set for active shade (but you can't change them interactively).
Fixed Indigo Mesh object not rendering.
Added RGB spectrum gain.
RGB spectrum default gamma is now 1.
IM_Light type quad has UVs now.
Fixed active shade crash due to old nodes in dirty set.
Fixed focusing on exposure in render settings triggering a scene rebuild in active shade.
Fixed all sorts of things related to exposure.

0.6.7
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Updated logos.
Fixed roughness parameter in fastsss.
Changed roughness default to 0.3.
Removed exponent support and every setting related to it.
Added roughness to all remaining materials that still used exponent.
Added absorption layer.
Changed order and ids of slots. Broke backwards compatibility (sorry) of materials (slots might be mixed up).
Invalid Indigo Textures don't make invalid materials now. Just uses the non-map value.
Fixed indigo camera being ignored.
Fixed indigo camera fov, sensor width and focus distance.
Added custom preview scene. currently only renders sphere.
Fixed material preview gamma.
Not using uint8 buffer anymore.
Tweaked material preview render times.
Fixed maps in IM_Light not doing anything.

0.6.6
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Added viewport previews of textures for Indigo Texture and Indigo Material (diffuse only).
Better shading for specular material.
Fixed crash when creating IM_Camera but not inserting it.
Fixed a crash in active shade when assigning materials.
Fixed render mode missing in UI.
Updated SDK to 4.0.62.

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Lal-O
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Re: IndigoMax 0.6.8

Post by Lal-O » Sat Nov 25, 2017 11:17 am

Cool !!! Let's see how it goes 8) . Thanks !!!

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Lal-O
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Re: IndigoMax 0.6.8

Post by Lal-O » Wed Nov 29, 2017 9:08 am

Hi...I've tried this new MaxIgo version and i still have the same problem as before...i just can't render by enabling the OpenCL because i get an error and 3ds Max Crashes. I don't know what i am doing wrong , i just imported a simple Sketchup house model (made by me) and make a test. Without the OpenCL enabled everything goes fine :D.
I Attach the Max file so you can take a look ( if you want to :wink: )
https://drive.google.com/open?id=1JvY72 ... iKmHEWw1KJ

Specs:
Win7 64X
3DSMax 2015
IndigoMax 0.6.8
Intel i7 5960X
64GB RAM
Nvidia TITAN X

My Best Regards
Attachments
Max Crash Error.jpg

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fused
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Re: IndigoMax 0.6.8

Post by fused » Wed Nov 29, 2017 9:31 am

Thanks, I'll have a look. I assume you just used an old screenshot? Because it says IndigoMax 0.6.5 in the screenshot.

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Lal-O
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Re: IndigoMax 0.6.8

Post by Lal-O » Wed Nov 29, 2017 11:10 am

:lol: Sorry , I made a mistake :oops:. It is an old screenshot but the error and the message is the same. :|

TonyD
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Re: IndigoMax 0.6.8

Post by TonyD » Fri Dec 01, 2017 3:02 pm

Any chance we could get a Max to Indigo material converter?
I'm thinking the code could be directly copied from the C4D plugin's converter?... :lol:

But seriously, even if such conversion would only work on a 'best efforts basis', it would cut down on time needed to manually hit up each existing material in the Slate editor. Would be a big plus.

Thanks for any consideration.
Win7 64, Core i7 3930K (6x 3.20GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
1 GTX Titan X (Main display) - 1500 W Thermaltake PSU
6 GTX Titan Z (Rendering) - 1600 W EVGA P2 & T2
3DSMax, C4D, Daz Studio, Houdini, Lightwave, Sketchup, iClone

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