General questions about Indigo, the scene format, rendering etc...
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iacx

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by iacx » Sun Sep 21, 2014 5:19 pm
CHF wrote:First of all, thanks for writing an exporter. Really appreciated.
I downloaded and installed the plugin. It just starts out fine, but indigo throws the following error:
Scene parsing error: Failed to parse Vec3 from '19,5111 -29,1895 19,4016'. (In element 'scene / camera'):
<camera>
<pos>19,5111 -29,1895 19,4016</pos>
<up>-0,2691 0,4051 0,8738</up>
<... (In element 'scene / camera'):
<camera>
<pos>19,5111 -29,1895 19,4016</pos>
<up>-0,2691 0,4051 0,8738</up>
<...
No Metadata.
Simple scene, only a cube.
Any idea?
Best H
edit: it exports ',' instead of '.' for vectors
Same problem. Windows 8.1 in Italian.
Thank you for your work StompinTom.
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Eneen
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by Eneen » Wed Jan 27, 2016 12:31 am
@StompinTom,
Does your exporter have external material option, exporting blocks as instances and proxy support?
Those features would allow to work with rhino on models and then with blender on scene.
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contegufo
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by contegufo » Wed Jan 27, 2016 1:15 am
Hi
Unfortunately not compatible with the Mac version of Rhino and even with the WIP version!
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Mac Mini 2011 - 2,3 GHz Intel Core i5
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StompinTom

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by StompinTom » Tue Jul 19, 2016 9:29 am
Dug this thing up after a long time and spent an evening giving it a little polish.
Loads of work still would need to be done - and it is by no means an elegant plug-in - but it exports Indigo scenes with basic materials and lighting, for anyone who wants to play with it.
Currently supported:
- diffuse materials
- phong materials
- 'emitter' materials (diffuse with emission)
- sun / sky if you place a directional light
- perspective / ortho rendering
- some render and tonemapping settings
- go to Options -> Document Properties -> Indigo Render
Rhino 5, 64-bit only.
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StompinTom

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by StompinTom » Tue Jul 19, 2016 9:32 am
Eneen wrote:@StompinTom,
Does your exporter have external material option, exporting blocks as instances and proxy support?
Those features would allow to work with rhino on models and then with blender on scene.
Something like this could be implemented relatively easily, I think, since all the code for mesh export is already there. I haven't gotten that far, though, and I'm not sure how much time I have to devote to anything serious.
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lycium
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by lycium » Wed Jul 20, 2016 2:12 pm
Awesome work Tom!
Any plans for future work on this? Busy schedule ofc, but maybe Glare can provide some incentive

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contegufo
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by contegufo » Wed Jul 20, 2016 10:18 pm
Hi
RhIndigo only for Windows?
Mac version?
Mac Mini 2011 - 2,3 GHz Intel Core i5
16 GB 1333 MHz DDR3 - Intel HD Graphics 3000 512 Mb.
Samsung SSD 860 EVO 500GB - MacOS High Sierra 10.13.6
https://www.behance.net/Paolo_Conti
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Zom-B

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by Zom-B » Wed Jul 20, 2016 11:10 pm
contegufo wrote:RhIndigo only for Windows?
Yes
contegufo wrote:Mac version?
No
polygonmanufaktur.de
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StompinTom

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by StompinTom » Thu Jul 21, 2016 2:12 am
@lycium
Cheers! I'd like to develop it further into something more usable, but there will need to be some serious thinking about how to implement a good material system, for example, and what the best way for exposing everything could be... Time is always an issue

But would be good to chat further about this sometime, if Glare is interested

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StompinTom

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by StompinTom » Sun Jul 24, 2016 11:04 pm
Question more for the devs:
I get "Error: UV index out of bounds" and then Indigo crashes. This is, of course, due to my WIP mesh export code from Rhino, because I'm lumping together multiple objects into one .igmesh so that you can export a block instance as one object.
So, is that error because the UV index for one of the faces is out of bounds or does it have something to do with the UV set?
EDIT: Nevermind, got it! Was exporting the wrong number of UV sets

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StompinTom

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by StompinTom » Sun Jul 24, 2016 11:39 pm
Small update:
- exporting objects to .igmesh now should work, including block instances (ExportIndigoMesh)
- block definitions are merged into a single .igmesh, which seems to make most sense, so you can reference them from Blender as a single object
- instancing in Rhino still needs to be sorted out (i.e. block instances and only exporting a single block definition)
- I haven't tested the latest Indigo 4 version, and it seems there may be some changes which may break this.
Still need a better way to do materials + exporting. Hoping to get textures working sometime soon.
Rhino 5, Windows 64-bit only.
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Oscar J

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by Oscar J » Tue Nov 01, 2016 10:38 am
Am trying it out right now - exports fine, but I can't seem to figure out where one edits the materials?
I think esp useful for the Rhino plugin would be:
* Most material types supported (double sided thin, exit portals, oren nayar etc. might not be top prio).
* HDRI support.
* Ideally a few default studio setups (possibly with HDRI's, maybe I can help making a few with HDRLS) as Rhino is mainly a product design modeller and not ideal for making scenes.
* Access to the Material database from within the GUI would be pretty great and, again, help make it plug and play for designers with limited knowledge about the ins and outs of Indigo.
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Eneen
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by Eneen » Tue Nov 01, 2016 10:28 pm
With external material type we could make all materials with no need to code material editor into plugin...
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Oscar J

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by Oscar J » Tue Nov 01, 2016 10:46 pm
Eneen wrote:With external material type we could make all materials with no need to code material editor into plugin...
I think it should ideally be coded into all plugins.

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Eneen
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by Eneen » Tue Nov 01, 2016 11:11 pm
Oscar J wrote:Eneen wrote:With external material type we could make all materials with no need to code material editor into plugin...
I think it should ideally be coded into all plugins.

Yes you are right. It was just small shortcut proposal that that way it would be possible to use all material types until rest are coded.
For me currently these are lacking:
- ies
- hdri and hdri+sun
- instances and external mesh proxies
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