Cindigo 0.8 - beta 2
I just added three bugs to the previous list:
10) The rotation Bug is still there, here a sample Scene.
(file was not natively created in C4D, perhaps this info helps)
11) Instancing of interlocked (verschachtelt) object doesn't work,
the (mesh) child of a mesh parent doesn't get exported...
Also instancing of null_objects containing mesh information doesn't work
12) Rotation of instanced Objects gets ignored
10) The rotation Bug is still there, here a sample Scene.
(file was not natively created in C4D, perhaps this info helps)
11) Instancing of interlocked (verschachtelt) object doesn't work,
the (mesh) child of a mesh parent doesn't get exported...
Also instancing of null_objects containing mesh information doesn't work
12) Rotation of instanced Objects gets ignored
polygonmanufaktur.de
if you talk about diffuse_transmitter, than thats no problem for the exporter, just chose it from the material DropDown of the indigo material tag.kadajawi wrote:I have a scene where I need a texture to glow... can that be done with Cindigo already? If yes how, if not, please add that to the wishlist
polygonmanufaktur.de
Hm... not so sure what a diffuse_transmitter is. I need to assign a UVM map texture to the material that is shining in parts (according to the texture). Also the material needs to be glossy.ZomB wrote:if you talk about diffuse_transmitter, than thats no problem for the exporter, just chose it from the material DropDown of the indigo material tag.kadajawi wrote:I have a scene where I need a texture to glow... can that be done with Cindigo already? If yes how, if not, please add that to the wishlist
check out for diffuse transmitter here
To generate such an effect you'lll have to trick around using Blend_material features!
use a BW map to determine your shiny parts. try a diffuse transmitter for this chanel, if this isn't glowing enough, try a sss material and a light behind/inside your mesh.
to get an overall uniform glossy look, you could use a transparent specular material for a mesh over your original mesh...
actually I have no Idea what are you try to visualize, and an example picture of the effect you want to archive would help, to help you reaching it in Indigo (if even possible!?)
To generate such an effect you'lll have to trick around using Blend_material features!
use a BW map to determine your shiny parts. try a diffuse transmitter for this chanel, if this isn't glowing enough, try a sss material and a light behind/inside your mesh.
to get an overall uniform glossy look, you could use a transparent specular material for a mesh over your original mesh...
actually I have no Idea what are you try to visualize, and an example picture of the effect you want to archive would help, to help you reaching it in Indigo (if even possible!?)
polygonmanufaktur.de
Mh, sounds complicated.
http://home.arcor.de/kadajawi/3D/GeekWake%20Pro%203.jpg
http://home.arcor.de/kadajawi/3D/GeekWake%20Pro%206.jpg
The strange transparent looking reflection comes from the objects standing parallel to each other, the thing is solid.
http://home.arcor.de/kadajawi/3D/GeekWake%20Pro%203.jpg
http://home.arcor.de/kadajawi/3D/GeekWake%20Pro%206.jpg
The strange transparent looking reflection comes from the objects standing parallel to each other, the thing is solid.
Its kind of streight forward!kadajawi wrote:Mh, sounds complicated.
Define your two materials to blend on a null_object each, than blend them ^^
here a sreenshoot, and here Scene (C4D10) to check it out!
**EDIT**
Posted wrong Scene, corrected attachment!
BTW:
New Bug Found (added to previous list!):
13) In this example Scene the room walls use not the defaultMat (no material applied in C4D so they have to use defaultMat!),
but another material containing in the scene!
Strange, because the igs & obj files seem to use defaultMat
(maybe a Indigo Bug!)
- Attachments
-
- clock_02.zip
- Scene
- (39.7 KiB) Downloaded 176 times
-
- scene structure.gif (30.57 KiB) Viewed 2820 times
polygonmanufaktur.de
Thanks a lot for your help, a blend material with light source behind the thing and then a diffuse transmitter seems to have done the job... (without a light source behind the diffuse transmitter nothing happened or so?) somehow SSS didn't really work, the whole thing would let light through and blend did nothing to block some of that light out... a bit strange. But never mind, now it seems to work.
three new Bugs found:
14) In some situations the obj export just clamp the material name after the first word => Example Scenefile.
So my material called "shiny ground texture" gets exported right in the igs,
but in the obj file its only named "shiny" => Indigo throws an error about a undefined material
15) Materials that are exported without the material link in the "indigo material tag",
gets exported to igs with the material name "MATERIAL LINK NOT SET!".
(instead of using deafultMat for the exported meshes, a alert material could be used.... like pink )
But for blended materials that has no such linkage, the blend material exported uses the name defaultMat, overiding the grey diffuse standard defaultMat!
16) A Material like specular or glossy transparent, that uses medium, exports this medium even if it get changed to diffuse or phong etc.
14) In some situations the obj export just clamp the material name after the first word => Example Scenefile.
So my material called "shiny ground texture" gets exported right in the igs,
but in the obj file its only named "shiny" => Indigo throws an error about a undefined material
15) Materials that are exported without the material link in the "indigo material tag",
gets exported to igs with the material name "MATERIAL LINK NOT SET!".
(instead of using deafultMat for the exported meshes, a alert material could be used.... like pink )
But for blended materials that has no such linkage, the blend material exported uses the name defaultMat, overiding the grey diffuse standard defaultMat!
16) A Material like specular or glossy transparent, that uses medium, exports this medium even if it get changed to diffuse or phong etc.
polygonmanufaktur.de
Just take all the time you need...fused wrote:sry i have been ill, you'll have to wait a little longer for a bugfixed version.
grüße
But perhaps you could drop some lines about the upcoming procedural textures support
Does it work by baking the textures?!
if yes:
will AmbientOcclusion be possible to add to this baking?
Does the Texture got to bake each time during export?
gute Besserung...
polygonmanufaktur.de
about procedural textures support (how do you even know about that?!?! i just wrote sth about a tut i wanted to write, wich is btw finished, will be in next release):
it is at the very end of my list (well in fact there is no list, but i have some features id like to implement in mind). i will work by baking
but definitley not in the first release
danke, bin eigentlich schon wieder gesund, muss heute auch wieder arbeiten.
it is at the very end of my list (well in fact there is no list, but i have some features id like to implement in mind). i will work by baking
hmmm... maybe? AO is a part of AR2 isnt it? I dont have AR2, so it will be kind of tricky to implementZomB wrote:will AmbientOcclusion be possible to add to this baking?
but definitley not in the first release
no, there will be some kind of checkbox, which is auto checked after first time baking the texture which has to be uncecked to bake the texture again (or so, there is sth similar planned for objects, especially for objects with... lets say... huge geometry)ZomB wrote:Does the Texture got to bake each time during export?
danke, bin eigentlich schon wieder gesund, muss heute auch wieder arbeiten.
You just dropped some early testrenders here and there ^^fused wrote:about procedural textures support (how do you even know about that?!?! i just wrote sth about a tut i wanted to write, wich is btw finished, will be in next release)
Is it perhaps possible to use Ambient Occlusion in the C4D10 Demo???
(if you wan't use AO in C4D without having AR2, just check out the PlugIn Ambient)
polygonmanufaktur.de
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