SkIndigo Progress Updates (Whaat's Development Blog)
- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
Whaat,
I think you need to consider a job as programmer ! Really!
The one thing I couldn't get used to in Indigo is that phongs are approached in a different way than other renderapps (exponent thing etc...)
With this 'conversion' to just a reflection and roughness slider things get much much more easy to grasp.
The material editor Gui looks just fabulous.
This is really ingenious programming.
I was thinking, can this kind of 'make-it-easy-and-understandable-approach'
also be applied to other functionality e.g to set up sss materials etc...?
somehow your approach reminds me of the work TBD is doing on Podium render.
Hats up!
I think you need to consider a job as programmer ! Really!
The one thing I couldn't get used to in Indigo is that phongs are approached in a different way than other renderapps (exponent thing etc...)
With this 'conversion' to just a reflection and roughness slider things get much much more easy to grasp.
The material editor Gui looks just fabulous.
This is really ingenious programming.
I was thinking, can this kind of 'make-it-easy-and-understandable-approach'
also be applied to other functionality e.g to set up sss materials etc...?
somehow your approach reminds me of the work TBD is doing on Podium render.
Hats up!
Yeah...I was thinking of changing the name to 'Skindigodium' once I release the new versionkwistenbiebel wrote:
somehow your approach reminds me of the work TBD is doing on Podium render.

TBD has done a great job making rendering easy within SketchUp. I'm trying to learn from his approach and maybe even improve on some things.
It's friday and I'm feeling quite unmotivated.
A few weeks ago, I decided to do a complete refactoring of SkIndigo. For you non-programmers (like me
) refactoring means redesigning the code without changing the functionality. In other words, it's a ton of work that no-one will ever appreciate (except me and whoever takes over this project when I retire). The code was quite poorly designed and did not make good use of objects and classes. This is what happens when you start a programming project before you have a good handle on the language you are writing in.
It has been a much slower process than I imagined but I think it will be worth it. Unfortunately, much of the code is broken right now so I won't be releasing any updates for awhile. I wouldn't expect to release any updates for at least two more weeks. Here are some potential benefits of what I'm working on:
- much easier and quicker to add new functionality to the exporter (and less prone to bugs)
- potential decreases in export time for scenes with heavy geometry
- script will become fairly easy to adapt for other purposes (eg. OBJ export)
- will hopefully create more oppotunities to improve the workflow of the exporter even further
- code will be much more readable, logical, and easier to maintain in the future (I assume that I will 'pass the torch' someday
)
So...I hope no one is too anxious for the new IES and aperture stuff. You might be waiting a few more weeks.
Cheers,
Whaat


It has been a much slower process than I imagined but I think it will be worth it. Unfortunately, much of the code is broken right now so I won't be releasing any updates for awhile. I wouldn't expect to release any updates for at least two more weeks. Here are some potential benefits of what I'm working on:
- much easier and quicker to add new functionality to the exporter (and less prone to bugs)
- potential decreases in export time for scenes with heavy geometry
- script will become fairly easy to adapt for other purposes (eg. OBJ export)
- will hopefully create more oppotunities to improve the workflow of the exporter even further
- code will be much more readable, logical, and easier to maintain in the future (I assume that I will 'pass the torch' someday

So...I hope no one is too anxious for the new IES and aperture stuff. You might be waiting a few more weeks.

Cheers,
Whaat
Huh??ZYX wrote:How can you obtain those incredible renders? i left my pc for 8 hours and my renders are worst than the worst in this page made by sketchup.

maybe if you posted an image, you would get some help. Search for the 'All SketchUp, All the time' thread and post your horrible renders

If your brave enough

I have to say though, if you can't make a nice render with Indigo, you will definitely not be able to make a nice render with any other app!

ok i post them already but i think is it a resolution problem, the renders i see have much more resolution than mine, and....yes i did get better results with other rendering programs but i started with indigo because i think it has a great potential.Whaat wrote:Huh??ZYX wrote:How can you obtain those incredible renders? i left my pc for 8 hours and my renders are worst than the worst in this page made by sketchup.![]()
maybe if you posted an image, you would get some help. Search for the 'All SketchUp, All the time' thread and post your horrible renders![]()
If your brave enough, post them in the 'Work in Progress' forum. Indigo is an amazing engine, but it is not magic. If your renders are bad, it is probably because of a poorly detailed model and a lack of understanding of materials. You have to stick with it to improve.
I have to say though, if you can't make a nice render with Indigo, you will definitely not be able to make a nice render with any other app!
I finally attempted to implement animation in SkIndigo (another thing I promised myself I would never do....
). Here is the result of an overnight batch render on my laptop.
Basically, most things that can be animated with SU should work with SkIndigo animation. This includes things like SU camera settings and position, background color, sun position, and fog settings.
While animation may not be a very useful feature for most people, it can also be used to do batch renderings of various scenes. Say you wanted to render a scene with three different camera angles and/or sun positions. Just set it up to batch render the scenes overnight and you have a nice reward in the morning
Cheers,
Whaat

Basically, most things that can be animated with SU should work with SkIndigo animation. This includes things like SU camera settings and position, background color, sun position, and fog settings.
While animation may not be a very useful feature for most people, it can also be used to do batch renderings of various scenes. Say you wanted to render a scene with three different camera angles and/or sun positions. Just set it up to batch render the scenes overnight and you have a nice reward in the morning

Cheers,
Whaat
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- liberty-0.zip
- first skindigo animation test
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