General News and accouncements regarding the Indigo render engine
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mcm
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by mcm » Sun Apr 08, 2007 12:28 pm
This is great stuff... I've spent so much time playing with Indigo the last several weeks. It's got me interested in Blender again.
I also get an fatal error using Bidir in this release: it says I must use meshes instead of planes... but I think I've deleted all the planes from the scene.
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Wedge
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by Wedge » Sun Apr 08, 2007 1:38 pm
Thanks!! I have recently found time to try the resume feature and use your Violet program. All good stuff!
Content contained in my posts is for informational purposes only and is used at your own risk.
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zsouthboy
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by zsouthboy » Sun Apr 08, 2007 2:00 pm
Of course, I'll drop a line to say thanks for your hard work, Nick!
I have a feeling tracking down the rendering bugs at this stage of Indigo's development is... somewhere between not fun and annoying.

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Zom-B

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by Zom-B » Sun Apr 08, 2007 2:40 pm
great to see the next testversion Ono
Poorly my first test seems to show, that BiDir doesn't like alpha blended textures

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polygonmanufaktur.de
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F.ip2
- Posts: 160
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by F.ip2 » Sun Apr 08, 2007 3:53 pm
Path Tracing, MTL, BiDir,
ok, I did some research on the web to find out what this all means
in terms of what the pro and cons are. But I did not find the answers
I was looking for. Anybody could tell me the pros of all those three
render types?
and when should u use which?
claas
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator
Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University
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CTZn
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by CTZn » Sun Apr 08, 2007 4:33 pm
@ZomB:
Known bugs:
* blend materials using null_material don't work properly.
I think this is the reason why
You're amazing, Ono. Althought I don't do 3d for months now, I'm still lovin this philosophy you have with Indigo, thx for that.
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jnelso99
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by jnelso99 » Sun Apr 08, 2007 5:49 pm
Hi -
I'm a newbie, and I don't really want to cause a stir, but you're going to have some issues if you use the "igs" extension. For years, this has been commonly used for the IGES format, an international standard 3D file format:
http://www.nist.gov/iges/
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dmn

- Posts: 243
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by dmn » Sun Apr 08, 2007 5:49 pm
Indigo 07t6 appears to work with Blendigo afaict. All I had to do was open the Indigowrapper.conf file in notepad and make it point to the new indigo directory.

Yay bidir!
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OnoSendai

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by OnoSendai » Sun Apr 08, 2007 6:03 pm
jnelso99 wrote:Hi -
I'm a newbie, and I don't really want to cause a stir, but you're going to have some issues if you use the "igs" extension. For years, this has been commonly used for the IGES format, an international standard 3D file format:
http://www.nist.gov/iges/
aaah crap

Perhaps I'll change to .ins
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jnelso99
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by jnelso99 » Sun Apr 08, 2007 7:19 pm
Sorry about that. But in this day and age, is there still any reason to limit file extensions to three characters?
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OnoSendai

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by OnoSendai » Sun Apr 08, 2007 7:22 pm
hmm, perhaps not.
.indigoscene perhaps?

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jnelso99
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by jnelso99 » Sun Apr 08, 2007 7:29 pm
I doubt that there would be any conflicts with that!

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Silverman
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by Silverman » Mon Apr 09, 2007 5:59 am
Lord of the Rings Junkie wrote:.indigo? Sort of like .blend for Blender!

Um, what exporter do I use for test 7?
I agree. .blend works fine for Blender even in Windows environments and .indigo would be unambiguous.
The scene file itself is xml so we just need to define .indigo to have the text highlighting definitions of xml in our favorite script editor.
Doesn't Blendigo need to be changed to output scene files with the new extension?

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