Hello Enslaver,
Nice to hear from you and thank you for your insights.
You're quite right about workflow suggestion. This issue was already raised and I have already some ideas, how to solve it. However there need to be some changes introduced to Indigo SDK, so I'm waiting for Ono response now.
I plan four main workflow options:
- regular rendering (blocking system yet most effective - fastest rendering). All network renderings fallback to this one. As an option it can contain controls for adjustments while rendering.
- scene freeze (non-blocking system). It will allow further work, while rendering. All changes to scene will be disregarded. As an option it can contain controls for adjustments while rendering. This mode is for single frame rendering only, animations need regular mode.
- active shade (non-blocking interactive mode). It will track all changes to the scene and restart rendering when changes are made to the scene (changing camera, adding/removing objects, changing materials and so on). It's only for interactive sessions, in fact it's not a real rendering.
- export to igs file. There might be an option to render exported file. It's already implemented in debug build, yet there is a number of issues I've reported to Glare, which corrupt exported scene. Once solved it might be published.
Also for performance reasons there will be an option to hold geometry data, so iterative renders won't suffer from redundant processing.
You're right that implementing controls to render frame buffer is a considerable amount of work (as any other GUI in win32), yet it's not that bad. I believe it's manageable and will follow that path (though i'ts not top priority atm).
About advantages of current solution I hope some other could share their opinion, yet I'm not sure if everyone grasp the main difference here. It's not just a difference between using frame buffer or not. There is a huge difference between real renderer and exporter. Renderer can use all host application resources and render-time information, as such it allows data caching and interactive feedback. Also it allows Max default workflow actions like saving files, animations, net-rendering, non-UI max sessions and MAXscript access. I know that right now it might seem like a drawback, hope to prove it otherwise. It's not a bug, it's a feature
About your ideal workflow, grabbing data from external process might be harder and potentially unstable than implementation of additional controls into max. Yet, if Glare will implement such interface, I'd be happy to implement it.
A proxy object is already on my todo list among other native objects like camera and light. Particles are atm low priority.
Thank you for crash report with multi/sub, I haven't addressed this matter yet.
Indigo logo comes from Indigo core, I cannot alter it. However, all debug and alpha builds have forced watermarking.
Again thank you for your feedback and suggestions. At the moment stability is my main concern, however keep in mind that some of instability issues are raised by Indigo SDK alone, yet it's a great piece of software to work with. Please don't expect first release will implement all features Maxigo had. It was a project developed for a couple of years. I'm not trying to reinvent the wheel, but I need to make it from ground up, so issues might be solved differently. I encourage all to share their opinions.
Cheers,
Jake