Cindigo 1.0.7

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fused
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Cindigo 1.0.7

Post by fused » Sat Mar 01, 2008 12:19 am

CINDIGO 1.0.7
for Indigo 1.0.7

download exporter:
PC Version
(or below)

Have a look at my Cindigo Blog! (about cindigo, and one or two other smaller plugins, which will come soon)

The file contains PC versions for R10 and R9. (R10 users will have to rename the "cindigo1.0.7.cdl_R10" to "cindigo1.0.7.cdl")
Make sure you have the newest version of quicktime installed!


Good beginner tutorials can be found here (german and english)

please tell me if you find bugs or have specific requests. i will try to fix/implement as fast as possible.

new in 1.0.7:

* Support for all texture projections (Frontal, too)
* "Indigo Instance" object (explanation below)
* Post-process diffraction
* Blur and ring parameters for MN Cubic
* Fancy new icons
* Cameras with a camera tag will get indigo colored


fixed in 1.0.7:

* mn_cubic bug
* Primitives with light tags get exported now
* Doesnt crash anymore when texture tags have no material applied
* Width & height
* spherical env path will be exported now
* default material is 0.8 0.8 0.8 now
* materials with spaces get exported as materials with underscores ("_")
* lots of other small things i sure forgot about


known bugs/issues 1.0.7:

* Blend material issues with blend maps
* better not use previews


features to come in the future: (for preventing double and tripple requests)

* Better .obj export (still needs optimization)
* Region rendering


The Indigo Instance
It can be found under Plugins -> Cindigo 1.0.7 -> Indigo Instance. To be used like a normal instance. It only shows the bounding box of the instanced object. Since its neither showing, nor loading the instanced object, it is saving LOTS of ram. I have succesfully tested exporting 40.000+ instanes and im sure i can handle a lot more.
It has an "External Mesh" option, wich allows you to use external ply, 3ds and obj files. But there are a few things you have to take care of:

- you have to define a material with the name as given in the external file
- to successfully position the object you have to know the size and center of the bounding box
- you can only use normal smoothing if the external object actually has normals in it
Attachments
Cindigo 1.0.7_2.zip
Cindigo 1.0.7_2
(1.09 MiB) Downloaded 642 times
Last edited by fused on Thu Mar 20, 2008 10:39 am, edited 6 times in total.

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Zom-B
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Post by Zom-B » Sat Mar 01, 2008 12:24 am

Another great release, thnx fused!

Now I wan't to see some massive instancing Renders guys :D
Who shows me the first C4D generated Indigo rendered Forest??!
polygonmanufaktur.de

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pixie
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Post by pixie » Sat Mar 01, 2008 12:25 am

My Precious! :-)

Thank you!

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Camox
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Post by Camox » Sat Mar 01, 2008 1:13 am

Thank you ! :D

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Marcofly
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Post by Marcofly » Sat Mar 01, 2008 1:18 am

wowowowow!! thanks a lot, fused!!

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Pinko5
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Post by Pinko5 » Sat Mar 01, 2008 1:21 am

Tnx a lot Fused!!!
Luca. ;)

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Post by WLAD » Sat Mar 01, 2008 3:33 am

thanks fused :D :D :D

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mrmoose
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Post by mrmoose » Sat Mar 01, 2008 4:22 am

Thanks Fused :P

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Camox
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Post by Camox » Sat Mar 01, 2008 5:50 am

a little bug !


cindigo filter output:

Code: Select all

 
         <splat_filter>
            <mn_cubic />
            <ring>0.00000</ring>
            <blur>0.00000</blur>
        </splat_filter>
        
         <downsize_filter>
            <mn_cubic />
            <ring>0.00000</ring>
            <blur>0.00000</blur>
        </downsize_filter>

indigo code:

Code: Select all

            <splat_filter>
               <mn_cubic>
		<ring>0.2</ring>
		<blur>0.6</blur>
	       </mn_cubic>
	    </splat_filter>

        <downsize_filter>
           <mn_cubic>
	    <ring>0.2</ring>
	    <blur>0.6</blur>
	   </mn_cubic>
	 </downsize_filter>



greetz :wink:

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Phoenix
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Post by Phoenix » Sun Mar 02, 2008 11:46 am

Hi Fused,
* Support for all texture projections (except "Frontal", will be in the next update)

Great news! 8)
* "Indigo Instance" object (explanation below)
Sounds great too! :wink:
* Cameras with a camera tag will get indigo colored
What does that mean?


By the way, could it be, that the width and height settings won't be transfered from cindigo to indigo?

Wouldn't have noticed that in the past, cause I had my standard resolution defined in the "inifile.txt" from indigo too.

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fused
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Post by fused » Sun Mar 02, 2008 11:42 pm

Phoenix wrote:
* Cameras with a camera tag will get indigo colored
What does that mean?


By the way, could it be, that the width and height settings won't be transfered from cindigo to indigo?

Wouldn't have noticed that in the past, cause I had my standard resolution defined in the "inifile.txt" from indigo too.
To define the resolution you have to use a C4D Camera and add a "Indigo Camera Tag". The color of the camera will change from green to indigo and you can define the resolution, tonemapping, camera settings, etc. in the camera tag. to get the settings exported you have to use this camera as active camera.

this way you can have many different camera/output settings in your scene.

but... wasnt the camera tag your idea... somehow?

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fused
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Post by fused » Sun Mar 02, 2008 11:53 pm

oh, and about that bug:

will fix it on monday. for those of you where today is monday... ill fix it tuesday :P

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Phoenix
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Post by Phoenix » Mon Mar 03, 2008 3:52 am

fused wrote:To define the resolution you have to use a C4D Camera and add a "Indigo Camera Tag". The color of the camera will change from green to indigo and you can define the resolution, tonemapping, camera settings, etc. in the camera tag. to get the settings exported you have to use this camera as active camera.

this way you can have many different camera/output settings in your scene.
I know and of course I had a camera object and it also had the camera tag but it seemed to me that the defined settings had no effect to the output.

But even so it was my own mistake and I'm sorry to bother you! :?

The reason: I tested a scene I created earlier with an older cindigo version and there my editor camera and the extra camera had the same settings and I didn't realise that not the additional camera with the tag but the standard editor camera was active!

And now I also realized, that you meant the color of the lines in the editor, which defines the FOV of the camera and that are green else. :idea:
but... wasnt the camera tag your idea... somehow?
Yeah could be, don't know exactly. I made several suggestions.
In fact I have a lot of ideas and suggestions in the course of time (but didn't find always the time to communicate them). :wink:

But that's not the point here.

And it also was in no way a critique on the usefullness of a camera tag.
I just thought it wouldn't work how it should.

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fused
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Post by fused » Mon Mar 03, 2008 5:03 am

Phoenix wrote:And it also was in no way a critique on the usefullness of a camera tag.
I didnt take it as critique, but maybe it sounds a bit like i did :?
But im glad it works for you now!

Which brings me to another point:

I thought about changing the "Render Settings Tag" to an object carrying the settings. Does that make sense to any of you? I think its more useful than a tag, since there are some constellations, in which the tag gets ignored and the settings wont get exported?

Thoughts about it, anyone?

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Post by Micha1138 » Mon Mar 03, 2008 5:42 am

fused wrote:
Phoenix wrote: ...

Which brings me to another point:

I thought about changing the "Render Settings Tag" to an object carrying the settings. Does that make sense to any of you? I think its more useful than a tag, since there are some constellations, in which the tag gets ignored and the settings wont get exported?

Thoughts about it, anyone?
Yes, I do have thoughts about that ;)

Less is more, so why not combine the Render settings Tag with the Camera Tag ? Oh I see, several cameras could have different Camera settings.

Sooo, would it make any sense to change the Render settings with each individual camera, or leave the Render settings tag alone and have only one setting per scene ?

When you put everything into one tag, it would require something like "APPLY GLOBALLY TO ALL CAMERAS" or "APPLY LOCALLY". Or you could let the user choose from a list of camera settings/the various cameras and "import" those settings.

Pro : a variety of render settings in one scene to choose from
Contra : a variety of render settings to choose from in one single scene might confuse people and lead to errors.

My head hurts...

Michael

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