Announcements, requests and support regarding the Cinema 4D exporter
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fused
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Post
by fused » Thu Jan 27, 2011 8:33 am
Cindigo 2.6.1
for Indigo 2.6.1
Cindigo 2.6.1 R9.6 - PC
Download:
Archive
~3.6 MB, x86 and x64
Cindigo 2.6.1 R10 - PC
Download:
Archive
~3.6 MB, x86 and x64
Cindigo 2.6.1 R11 - PC
Download:
Archive
~3.6 MB, x86 and x64
Cindigo 2.6.1 R11.5 - PC
Download:
Archive
~3.6 MB, x86 and x64
Cindigo 2.6.1 R12 - PC
Download:
Archive
~3.6 MB, x86 and x64
Make sure you have the newest version of quicktime installed! (yes, its still needed for previews in some older versions of C4D
)
changelog wrote:Cindigo 2.6.1
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* added support for C4D R12
* Verbose option
* Arictectual Glass
* fixed moblur for spheres
* forge clay + PT for foreground alpha
* changed preview whitepoint to F7
* changed preview splat filter to fastbox
* custom image output path now also controls output paths for igi and exr's
* MLT parameters in settings are now disabled when not using MLT
* pixel threshold disabled when view dependent is off (in subdivision tag)
* static animation checkbox only enabled when export animation is on
* clay colour only enabled when clay rendering is on
* move things around in render settings UI a bit
* fixed animation export in R12
* improved animation export in R11.5
* marking used materials now. fixes issues with removal of unused materials
Please tell me if you find bugs or have specific requests. I will try to fix/implement those as quickly as possible.
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fused
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Post
by fused » Thu Jan 27, 2011 8:34 am
I have only tested the R11.5 and R12 build.
If something is not working please let me know.
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fused
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Post
by fused » Thu Jan 27, 2011 8:38 am
Oh and Windows only at the moment.
Office mac is on a plane somewhere
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pixie
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by pixie » Thu Jan 27, 2011 10:21 am
Awesome!
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iacx
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by iacx » Thu Jan 27, 2011 11:04 am
Hi fused, check the link to download the R12
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fused
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by fused » Thu Jan 27, 2011 11:35 am
Oh, fixed.
Thank you
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Soup
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by Soup » Thu Jan 27, 2011 2:13 pm
Go Fused! Whatta guy
Also, lol @ Quicktime requirement
.
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Zom-B
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by Zom-B » Fri Jan 28, 2011 12:38 am
Thanks for the release fused!
Soup wrote:Also, lol @ Quicktime requirement
.
Thats because C4D uses Quicktime to handle PNG images... so no png support in 64bit mode
polygonmanufaktur.de
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fused
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by fused » Fri Jan 28, 2011 1:38 am
Zom-B wrote:Thanks for the release fused!
Soup wrote:Also, lol @ Quicktime requirement
.
Thats because C4D uses Quicktime to handle PNG images... so no png support in 64bit mode
Exactly. Version prior to 11.5 (or 11, not 100% sure) only support qng through quicktime.
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fused
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Post
by fused » Fri Jan 28, 2011 11:12 pm
Updated builds in first post.
Additions to changelog:
* changed preview whitepoint to F7
* changed preview splat filter to fastbox
* custom image output path now also controls output paths for igi and exr's
* MLT parameters in settings are now disabled when not using MLT
* pixel threshold disabled when view dependent is off (in subdivision tag)
Builds are still uploading, should be there in ~5 minutes.
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fused
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Post
by fused » Sat Jan 29, 2011 12:12 am
Ok, another update:
Code: Select all
* static animation checkbox only enabled when export animation is on
* clay colour only enabled when clay rendering is on
* move things around in render settings UI a bit
still uploading, again ~5 minutes
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Camox
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by Camox » Sun Jan 30, 2011 8:37 am
Thank you !
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zeitmeister
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by zeitmeister » Sun Jan 30, 2011 9:19 pm
Sounds promising!
Can't wait to have it on the Mac ...
fused, any plans about the new material editor lookalike material editor?
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Zom-B
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by Zom-B » Mon Jan 31, 2011 7:14 am
zeitmeister wrote:fused, any plans about the new material editor lookalike material editor?
I'm quite happy with material generation in Cindigo. Tell us more about your unsatisfied needs and something you would like to see instead.
polygonmanufaktur.de
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fused
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by fused » Mon Jan 31, 2011 10:04 am
I think he may be referring to this protoype implementation:
http://www.indigorenderer.com/forum/vie ... =10&t=9955
The code is still around, although it's a bit outdated.
It was working alright but there were a few issues that still need to be resolved/worked around. Also the in editor representation of the materials was pretty much inexistent.
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