Maya To Indigo Tutorial (coming...)
Maya To Indigo Tutorial (coming...)
The Maya to Indigo Tutorial will come in not too much time, I hope
[Matt B, I did some screenshots and wrote some stuff
Use them as you want, tell me if there is anything you want me to do.]
http://www.elqx.com/mayatoindigo/tutorial
Cheers!
[Matt B, I did some screenshots and wrote some stuff
Use them as you want, tell me if there is anything you want me to do.]
http://www.elqx.com/mayatoindigo/tutorial
Cheers!
Last edited by arneoog on Sun Oct 22, 2006 12:42 am, edited 1 time in total.
- ThatDude33
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- ThatDude33
- Posts: 216
- Joined: Wed Jul 05, 2006 1:26 pm
- Contact:
How to set up and render a basic scene:
So let's say you have a basic scene here, like mine. A couple of polygons and a basic plane.
So you want to render this in Indigo. First thing you have to do is to create a light. Your scene won't render without a light. Now, since Indigo is physically based, you need a 3d object to illuminate your scene.
One thing you might want to consider is render time. The more polygons that you have as lights, the more time the render will take.
So then, let's make a light.
Create a plane about 2 units long by 2 units wide. Position it at an angle, facing the object you want to render
Now, we have to make sure that the light is pointing toward the object, and not away from it. Go to Display->Polygon Components->Normals. Select the plane, and you will see that the normals are facing away from the object we want to render.
To fix this, go to Edit polygons->Normals->reverse
Alright! Now what we want to do is triangulate everything. So, select everything. Go to Polygons->Triangulate. Alright, now that we have that done, we need materials. It's always a good idea to set the light materials last. This is because of some errors in my own exporting code... which I am unable to root out. So, we will assign the other materials first.
So far, only 3 materials are supported- that is, meshlights, phongs, and diffuse.
So, to let's make the diffuse material for the ground plane first. Create a lambert, and change its color.
Great! Now let's make a reflective material for the object . I'll create a mirror material, just as an example. Assign a phong with the following settings to the object.
Alright. Now lets make the light. What you should know about the lighs is that the incandescene value is infact the blackbody temperature of the object. So, to make an object emit a white-ish light, the incandescense value should be in the middle range. For a dim, reddish light, it should be low, and for a bright, blue light it should be very high.
The next thing you should know is that the material type has to be lambert. The collor does not make a difference, just the incandescene value. So let's assign a lambert with the following properties to the plane/light.
Good. Now, all we have to do is to set the render settings, make a camera, and render.
Open up MayaToIndigo, and go to create->camera. Position the camera anywhere you want.
Finally, go to the last tab on the right, and put in settings like this:
click Generate XML Code and Maya should export, and Indigo should pop up. Happy Rendering
So let's say you have a basic scene here, like mine. A couple of polygons and a basic plane.
So you want to render this in Indigo. First thing you have to do is to create a light. Your scene won't render without a light. Now, since Indigo is physically based, you need a 3d object to illuminate your scene.
One thing you might want to consider is render time. The more polygons that you have as lights, the more time the render will take.
So then, let's make a light.
Create a plane about 2 units long by 2 units wide. Position it at an angle, facing the object you want to render
Now, we have to make sure that the light is pointing toward the object, and not away from it. Go to Display->Polygon Components->Normals. Select the plane, and you will see that the normals are facing away from the object we want to render.
To fix this, go to Edit polygons->Normals->reverse
Alright! Now what we want to do is triangulate everything. So, select everything. Go to Polygons->Triangulate. Alright, now that we have that done, we need materials. It's always a good idea to set the light materials last. This is because of some errors in my own exporting code... which I am unable to root out. So, we will assign the other materials first.
So far, only 3 materials are supported- that is, meshlights, phongs, and diffuse.
So, to let's make the diffuse material for the ground plane first. Create a lambert, and change its color.
Great! Now let's make a reflective material for the object . I'll create a mirror material, just as an example. Assign a phong with the following settings to the object.
Alright. Now lets make the light. What you should know about the lighs is that the incandescene value is infact the blackbody temperature of the object. So, to make an object emit a white-ish light, the incandescense value should be in the middle range. For a dim, reddish light, it should be low, and for a bright, blue light it should be very high.
The next thing you should know is that the material type has to be lambert. The collor does not make a difference, just the incandescene value. So let's assign a lambert with the following properties to the plane/light.
Good. Now, all we have to do is to set the render settings, make a camera, and render.
Open up MayaToIndigo, and go to create->camera. Position the camera anywhere you want.
Finally, go to the last tab on the right, and put in settings like this:
click Generate XML Code and Maya should export, and Indigo should pop up. Happy Rendering
Matt B. >>Maya To Indigo<<
- ThatDude33
- Posts: 216
- Joined: Wed Jul 05, 2006 1:26 pm
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How to set up and render a scene with sunlight
Alright, so let's say you have a scene like mine. All polygons, just some basic stuff.
So, what you want to do first is to triangulate everything and clear all history. (polygons->Triangulate, with everything selected, and edit->delete all by type->history)
Right, now load up Maya -> Indigo. Click Create->Sky Light.
This creates a sphere named Sun. Position it wherever you want the sun's position in the render to be. There is no need for tweaking, since Indigo computes sunlight and sun color internally, to creat a physically correct sky simulation.
Also, this sun object will not appear in your render.
Now, though, go into the Environment Settings tab in your Maya->Indigo window.Check the box that says "Sky Light". The default values for that are good enough for now
Finally, create a camera and position it wherever you want. Clear all history one last time, go into the Save and Render tab in Maya->Indigo, set the file to save it as, click render scene directly, and, finally, click Generate XML code.
Happy Rendering
Alright, so let's say you have a scene like mine. All polygons, just some basic stuff.
So, what you want to do first is to triangulate everything and clear all history. (polygons->Triangulate, with everything selected, and edit->delete all by type->history)
Right, now load up Maya -> Indigo. Click Create->Sky Light.
This creates a sphere named Sun. Position it wherever you want the sun's position in the render to be. There is no need for tweaking, since Indigo computes sunlight and sun color internally, to creat a physically correct sky simulation.
Also, this sun object will not appear in your render.
Now, though, go into the Environment Settings tab in your Maya->Indigo window.Check the box that says "Sky Light". The default values for that are good enough for now
Finally, create a camera and position it wherever you want. Clear all history one last time, go into the Save and Render tab in Maya->Indigo, set the file to save it as, click render scene directly, and, finally, click Generate XML code.
Happy Rendering
Matt B. >>Maya To Indigo<<
- ThatDude33
- Posts: 216
- Joined: Wed Jul 05, 2006 1:26 pm
- Contact:
- ThatDude33
- Posts: 216
- Joined: Wed Jul 05, 2006 1:26 pm
- Contact:
ive followed thatdude33's tutorial to the letter still the only thing that indigo spits out is:
http://img382.imageshack.us/img382/2759 ... 878zm3.png
what have i been doing wrong?
http://img382.imageshack.us/img382/2759 ... 878zm3.png
what have i been doing wrong?
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