Materials reference
Materials reference
Is there a page up on the web anywhere that gives a comprehensive reference for indigo material settings? I'm not talking about referencing technical white papers, but indigo-specific documentation. Something that lists all the various material types, giving each and every specific child option along with its numerical range & a layman's-terms explanation of what it effects (or better yet, example images). I appreciate and enjoy that indigo's development keeps advancing, but find it difficult/frustrating to try to find detailed documentation of features. (Now that there's "two" forums to search, finding info gets even tougher...) Thots?
PS: I'm currently trying to track down info on how bitmap textures can be applied... any tips?
PS: I'm currently trying to track down info on how bitmap textures can be applied... any tips?
-mzungu
"The fear of the Lord is the beginning of wisdom" - Solomon
"The fear of the Lord is the beginning of wisdom" - Solomon
You are totally right, the lack of Documentation doesn't make easy for Beginners to start working with Indigo...
But this will change in the (near) Future!!!
You can find some few previews of the NK Materials, and some advanced informations here:
http://www.flipcode.dxbug.com/board/topic/495
Adding a texture is working like this:
But this will change in the (near) Future!!!
You can find some few previews of the NK Materials, and some advanced informations here:
http://www.flipcode.dxbug.com/board/topic/495
Adding a texture is working like this:
Code: Select all
<material>
<name>floor</name>
<phong>
<diffuse>0.8 0.8 0.8</diffuse>
<specular>0.04 0.04 0.04</specular>
<exponent>200</exponent>
<albedo_texture>
<uv_set>albedo</uv_set>
<path>CEDFENCE.JPG</path>
<gain>1.0</gain>
<exponent>2.3</exponent>
</albedo_texture>
</phong>
</material>
"material_preview xml"
Hey Radiance...
How about bringing your "material_preview xml" up to Date,
and start a new thread, where everybody could contribute
some Renderings of the (working) NK Materials like here:
http://www.maxwellrender.com/forum/view ... hp?t=16024
I would love to help this way!!!
How about bringing your "material_preview xml" up to Date,
and start a new thread, where everybody could contribute
some Renderings of the (working) NK Materials like here:
http://www.maxwellrender.com/forum/view ... hp?t=16024
I would love to help this way!!!
The official scene reference is here:
http://www.indigorenderer.com/drupal/?q=node/4
It's not finished tho
http://www.indigorenderer.com/drupal/?q=node/4
It's not finished tho
NK-Data
You are totally right radiance!
btw.
I just tested some of the Sphere and Plane stuff in Indigo to get a fast loading
Material Preview xml compatible with 0.6 test 1, fell free to use it...
Here are some examples of the following Materials renderen with this XML:
ALGAAS2 - GaAs.nk - void.nk - AU.nk - CR.nk - CU.nk
Fesi2el2.nk - GE.nk

*EDIT* Added some more NK-Materials
**EDIT** Rendertim is in URL Filename like ".../my.php?image=genk2540fg2.png" means GE.nk rendered for 25h 40min
btw.
I just tested some of the Sphere and Plane stuff in Indigo to get a fast loading
Material Preview xml compatible with 0.6 test 1, fell free to use it...
Here are some examples of the following Materials renderen with this XML:
ALGAAS2 - GaAs.nk - void.nk - AU.nk - CR.nk - CU.nk
Fesi2el2.nk - GE.nk








Code: Select all
<?xml version="1.0" standalone=no>
<!-- Indigo MATERIAL preview XML file v1.0 - Studio Setup --- By Zom-B-->
<scene>
<renderer_settings>
<width>480</width>
<height>480</height>
</renderer_settings>
<background>
<spectrum>
<rgb>
<rgb>0 0 0</rgb>
</rgb>
</spectrum>
</background>
<camera>
<pos>0 -5.2 2.5</pos>
<up>0 0 1</up>
<forwards>0 1 -0.3</forwards>
<lens_radius>0.000000</lens_radius>
<focus_distance>2.000000</focus_distance>
<aspect_ratio>1</aspect_ratio>
<angle_of_view>90</angle_of_view>
<aspect_ratio>1</aspect_ratio>
<aperture_radius>0.001</aperture_radius>
<sensor_width>0.036</sensor_width>
<lens_sensor_dist>0.08</lens_sensor_dist>
<white_balance>D65</white_balance>
</camera>
<rectanglelight>
<pos>0 0 7.5</pos>
<width>17.5</width>
<height>10</height>
<spectrum>
<blackbody>
<temperature>6500</temperature>
<gain>0.00001</gain>
</blackbody>
</spectrum>
</rectanglelight>
<!-- Material of the Ball -->
<material>
<name>NK_Test</name>
<phong>
<nk_data>nkdata/ALGAAS2.nk</nk_data>
<exponent>100000</exponent>
<fresnel_scale>1</fresnel_scale>
</phong>
</material>
<!-- Ground Material -->
<material>
<name>ground</name>
<diffuse>
<colour>1 1 1</colour>
</diffuse>
</material>
<!-- MATERIAL sphere -->
<sphere>
<center>0 0 1</center>
<radius>1</radius>
<material_name>NK_Test</material_name>
</sphere>
<!-- Ground Plane -->
<plane>
<normal>0 0 1</normal>
<dist>0</dist>
<material_name>ground</material_name>
</plane>
<!-- Back Plane -->
<plane>
<normal>0 -1 0</normal>
<dist>-9</dist>
<material_name>ground</material_name>
</plane>
</scene>
**EDIT** Rendertim is in URL Filename like ".../my.php?image=genk2540fg2.png" means GE.nk rendered for 25h 40min
Last edited by Zom-B on Mon Jul 24, 2006 12:10 pm, edited 2 times in total.
I modified Zom-B's scene a little.
I added a flat block which should be useful for previewing floor materials etc..

I'll test this scene out a bit more, then I think it will become the 'official indigo material test scene'
http://indigorenderer.com/montecarlo/checker.jpg
I added a flat block which should be useful for previewing floor materials etc..

I'll test this scene out a bit more, then I think it will become the 'official indigo material test scene'

http://indigorenderer.com/montecarlo/checker.jpg
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<scene>
<renderer_settings>
<width>480</width>
<height>480</height>
</renderer_settings>
<!-- The material we are previewing -->
<material>
<name>subject_mat</name>
<phong>
<diffuse>0.7 0.0 0.0</diffuse>
<specular>0.04 0.04 0.04</specular>
<fresnel_scale>1.0</fresnel_scale>
<exponent>1000</exponent>
</phong>
<!--specular>
<transparent>true</transparent>
<ior>1.5</ior>
<cauchy_b_coeff>0.0</cauchy_b_coeff>
<rgb_absorptivity>0 0 0</rgb_absorptivity>
</specular-->
<!--concrete-->
<!--phong>
<diffuse>0.7 0.7 0.7</diffuse>
<specular>0.04 0.04 0.04</specular>
<fresnel_scale>0.2</fresnel_scale>
<exponent>1000</exponent>
<albedo_texture>
<uv_set>albedo</uv_set>
<path>curves1.jpg</path>
<gain>1.0</gain>
<exponent>2.0</exponent>
</albedo_texture>
</phong-->
<!--phong>
<nk_data>nkdata/al.nk</nk_data>
<exponent>100000.0</exponent>
<fresnel_scale>1.0</fresnel_scale>
<bump_map>
<uv_set>bump</uv_set>
<path>CircularWear.jpg</path>
<gain>10.0</gain>
<exponent>1.0</exponent>
</bump_map>
<albedo_texture>
<uv_set>bump</uv_set>
<path>CircularWear.jpg</path>
<gain>10.0</gain>
<exponent>1.0</exponent>
</albedo_texture>
</phong-->
<!--phong>
<nk_data>nkdata/au.nk</nk_data>
<exponent>100000.0</exponent>
<fresnel_scale>1.0</fresnel_scale>
</phong-->
</material>
<camera>
<pos>0 -5.2 2.5</pos>
<up>0 0 1</up>
<forwards>0 1 -0.3</forwards>
<focus_distance>2.000000</focus_distance>
<aspect_ratio>1</aspect_ratio>
<aperture_radius>0.001</aperture_radius>
<sensor_width>0.036</sensor_width>
<lens_sensor_dist>0.04</lens_sensor_dist>
<white_balance>D65</white_balance>
</camera>
<rectanglelight>
<pos>0 0 7.5</pos>
<width>17.5</width>
<height>10</height>
<spectrum>
<blackbody>
<temperature>6500</temperature>
<gain>0.00001</gain>
</blackbody>
</spectrum>
</rectanglelight>
<!-- Ground Material -->
<material>
<name>white</name>
<diffuse>
<colour>1 1 1</colour>
</diffuse>
</material>
<material>
<name>checker</name>
<diffuse>
<colour>1 1 1</colour>
<albedo_texture>
<uv_set>albedo</uv_set>
<path>checker.jpg</path>
<gain>1.0</gain>
<exponent>2.3</exponent>
</albedo_texture>
</diffuse>
</material>
<!-- MATERIAL sphere -->
<sphere>
<center>1.2 0 1</center>
<radius>1</radius>
<material_name>subject_mat</material_name>
</sphere>
<!-- Define a Mesh -->
<mesh>
<name>mesh1</name>
<embedded>
<expose_uv_set>
<index>0</index>
<name>albedo</name>
</expose_uv_set>
<expose_uv_set>
<index>0</index>
<name>bump</name>
</expose_uv_set>
<vertex pos="-10 -10 0" normal="0 0 1" uv0="0 0" />
<vertex pos="-10 10 0" normal="0 0 1" uv0="0 10" />
<vertex pos="10 10 0" normal="0 0 1" uv0="10 10" />
<vertex pos="10 -10 0" normal="0 0 1" uv0="10 0" />
<triangle_set>
<material_name>white</material_name>
<tri>0 1 2</tri>
<tri>0 2 3</tri>
</triangle_set>
<vertex pos="-10 3 0" normal="0 -1 1" uv0="0 0" />
<vertex pos="-10 3 20" normal="0 -1 1" uv0="0 10" />
<vertex pos="10 3 20" normal="0 -1 1" uv0="10 10" />
<vertex pos="10 3 0" normal="0 -1 1" uv0="10 0" />
<triangle_set>
<material_name>checker</material_name>
<tri>4 5 6</tri>
<tri>4 6 7</tri>
</triangle_set>
</embedded>
</mesh>
<model>
<pos>0 0 0</pos>
<scale>1.0</scale>
<mesh_name>mesh1</mesh_name>
</model>
<mesh>
<name>block</name>
<embedded>
<expose_uv_set>
<index>0</index>
<name>albedo</name>
</expose_uv_set>
<expose_uv_set>
<index>0</index>
<name>bump</name>
</expose_uv_set>
<vertex pos="1.000000 1.000000 -1.000000" normal="-0.000000 -0.000000 -1.000000"/>
<vertex pos="1.000000 -1.000000 -1.000000" normal="-0.000000 -0.000000 -1.000000"/>
<vertex pos="-1.000000 -1.000000 -1.000000" normal="-0.000000 -0.000000 -1.000000"/>
<vertex pos="-1.000000 1.000000 -1.000000" normal="-0.000000 -0.000000 -1.000000"/>
<vertex pos="1.000000 1.000000 1.000000" normal="0.000000 0.000000 1.000000" uv0="1 1" />
<vertex pos="-1.000000 1.000000 1.000000" normal="0.000000 0.000000 1.000000" uv0="-1 1" />
<vertex pos="-1.000000 -1.000000 1.000000" normal="0.000000 0.000000 1.000000" uv0="-1 -1" />
<vertex pos="0.999999 -1.000001 1.000000" normal="0.000000 0.000000 1.000000" uv0="1 -1" />
<vertex pos="1.000000 1.000000 -1.000000" normal="1.000000 -0.000000 0.000000"/>
<vertex pos="1.000000 1.000000 1.000000" normal="1.000000 -0.000000 0.000000"/>
<vertex pos="0.999999 -1.000001 1.000000" normal="1.000000 -0.000000 0.000000"/>
<vertex pos="1.000000 -1.000000 -1.000000" normal="1.000000 -0.000000 0.000000"/>
<vertex pos="1.000000 -1.000000 -1.000000" normal="-0.000000 -1.000000 -0.000000" uv0="1 -1" />
<vertex pos="0.999999 -1.000001 1.000000" normal="-0.000000 -1.000000 -0.000000" uv0="1 1" />
<vertex pos="-1.000000 -1.000000 1.000000" normal="-0.000000 -1.000000 -0.000000" uv0="-1 1" />
<vertex pos="-1.000000 -1.000000 -1.000000" normal="-0.000000 -1.000000 -0.000000" uv0="-1 -1" />
<vertex pos="-1.000000 -1.000000 -1.000000" normal="-1.000000 0.000000 -0.000000"/>
<vertex pos="-1.000000 -1.000000 1.000000" normal="-1.000000 0.000000 -0.000000"/>
<vertex pos="-1.000000 1.000000 1.000000" normal="-1.000000 0.000000 -0.000000"/>
<vertex pos="-1.000000 1.000000 -1.000000" normal="-1.000000 0.000000 -0.000000"/>
<vertex pos="1.000000 1.000000 1.000000" normal="0.000000 1.000000 0.000000"/>
<vertex pos="1.000000 1.000000 -1.000000" normal="0.000000 1.000000 0.000000"/>
<vertex pos="-1.000000 1.000000 -1.000000" normal="0.000000 1.000000 0.000000"/>
<vertex pos="-1.000000 1.000000 1.000000" normal="0.000000 1.000000 0.000000"/>
<triangle_set>
<material_name>subject_mat</material_name>
<tri>0 1 2</tri>
<tri>2 3 0</tri>
<tri>4 5 6</tri>
<tri>6 7 4</tri>
<tri>8 9 10</tri>
<tri>10 11 8</tri>
<tri>12 13 14</tri>
<tri>14 15 12</tri>
<tri>16 17 18</tri>
<tri>18 19 16</tri>
<tri>20 21 22</tri>
<tri>22 23 20</tri>
</triangle_set>
</embedded>
</mesh>
<model>
<pos>-1.1 0.5 -1.4</pos>
<scale>1.8</scale>
<mesh_name>block</mesh_name>
</model>
</scene>
updated Material Preview...
Hey guys,
I modified the xml and added the checker.jpg to the ground, changed camera a bit
and removed the plane in the background, here is a preview:

Now I got some questions:
Is it possible to change the tilling of the ground texture???
I would prever a bigger checker at the ground, it shouldn't reduce the
Visual focus from the material...
I used <exponent>100000</exponent> to get a clear reflection,
some ideas about a better "real life" value for this setting in this XML?
Whats about the <fresnel_scale>, somehow it just reduce the strength of
the reflektion, but not the way I know about fresnel! Afaik fresnel effect
looks like the one on the void.nk (black ball at my post at the top)
Sorry for my bad english
here is the script (nick's "checker.jpg" needed!!!)
http://indigorenderer.com/montecarlo/checker.jpg
*EDIT*
v1.02 I just changed the camera a little, sample pic above is updated!
I modified the xml and added the checker.jpg to the ground, changed camera a bit
and removed the plane in the background, here is a preview:

Now I got some questions:
Is it possible to change the tilling of the ground texture???
I would prever a bigger checker at the ground, it shouldn't reduce the
Visual focus from the material...
I used <exponent>100000</exponent> to get a clear reflection,
some ideas about a better "real life" value for this setting in this XML?
Whats about the <fresnel_scale>, somehow it just reduce the strength of
the reflektion, but not the way I know about fresnel! Afaik fresnel effect
looks like the one on the void.nk (black ball at my post at the top)
Sorry for my bad english

http://indigorenderer.com/montecarlo/checker.jpg
*EDIT*
v1.02 I just changed the camera a little, sample pic above is updated!
Code: Select all
<?xml version="1.0" standalone=no>
<!-- Indigo MATERIAL preview XML file v1.02 - Studio Edition --- By Zom-B-->
<scene>
<renderer_settings>
<width>480</width>
<height>480</height>
</renderer_settings>
<background>
<spectrum>
<rgb>
<rgb>0 0 0</rgb>
</rgb>
</spectrum>
</background>
<camera>
<pos>0 -5.2 3</pos>
<up>0 0 1</up>
<forwards>0 1 -0.39</forwards>
<lens_radius>0.000000</lens_radius>
<focus_distance>2.000000</focus_distance>
<aspect_ratio>1</aspect_ratio>
<angle_of_view>90</angle_of_view>
<aspect_ratio>1</aspect_ratio>
<aperture_radius>0.001</aperture_radius>
<sensor_width>0.033</sensor_width>
<lens_sensor_dist>0.08</lens_sensor_dist>
<white_balance>D65</white_balance>
</camera>
<rectanglelight>
<pos>0 0 7.5</pos>
<width>17.5</width>
<height>10</height>
<spectrum>
<blackbody>
<temperature>6500</temperature>
<gain>0.00001</gain>
</blackbody>
</spectrum>
</rectanglelight>
<!-- Material of the Ball -->
<material>
<name>NK_Test</name>
<phong>
<nk_data>nkdata/au.nk</nk_data>
<exponent>100000</exponent>
<fresnel_scale>1</fresnel_scale>
</phong>
</material>
<!-- Ground Material -->
<material>
<name>ground</name>
<diffuse>
<colour>1 1 1</colour>
<albedo_texture>
<uv_set>albedo</uv_set>
<path>checker.jpg</path>
<gain>1.0</gain>
<exponent>2.3</exponent>
</albedo_texture>
</diffuse>
</material>
<!-- MATERIAL sphere -->
<sphere>
<center>0 0 1</center>
<radius>1</radius>
<material_name>NK_Test</material_name>
</sphere>
<!-- Ground Plane -->
<plane>
<normal>0 0 1</normal>
<dist>0</dist>
<material_name>ground</material_name>
</plane>
</scene>
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