Indigo 1.1.7
Indigo 1.1.7
Check out the included Indigo Manual.pdf for the new scene file format, including some documentation on the new shader language.
Note that despite the new format, backwards compatibility has (hopefully) been maintained, so that Indigo 1.1.7 can still load old scene files.
win 32 bit:
http://www.indigorenderer.com/joomla/in ... &Itemid=62
win 64 bit:
http://www.indigorenderer.com/joomla/in ... &Itemid=62
1.1.7
* fixed glossy_transparent
* improved phong backwards compatibility
* updated manual
Note that despite the new format, backwards compatibility has (hopefully) been maintained, so that Indigo 1.1.7 can still load old scene files.
win 32 bit:
http://www.indigorenderer.com/joomla/in ... &Itemid=62
win 64 bit:
http://www.indigorenderer.com/joomla/in ... &Itemid=62
1.1.7
* fixed glossy_transparent
* improved phong backwards compatibility
* updated manual
ha! you are a funny fellow ono
you might have done the UI narrowing...
ok here I am playing around with the code and I think I am going to do a hybrid adaption.
It seems like too much work to do all new coding everywhere ATM
It seems you can run old stuff and new stuff together - albedo_texture in the same material with base_emission for instance.?...
So for my purposes I will extend the present material code to include the new emission stuff for phong, diffuse and spec ie they will have some more options in the old panel.
Are you happy to leave backward compatibility in for a while yet ono? say for 1.2 series and possibly 1.3 too
you might have done the UI narrowing...
ok here I am playing around with the code and I think I am going to do a hybrid adaption.
It seems like too much work to do all new coding everywhere ATM
It seems you can run old stuff and new stuff together - albedo_texture in the same material with base_emission for instance.?...
So for my purposes I will extend the present material code to include the new emission stuff for phong, diffuse and spec ie they will have some more options in the old panel.
Are you happy to leave backward compatibility in for a while yet ono? say for 1.2 series and possibly 1.3 too
Last edited by Big Fan on Wed Jul 23, 2008 8:06 pm, edited 1 time in total.
@Ono - I was just looking through the manual, very cool! I have a couple of questions though. I noticed that you can make shaders for each material type, but can you mix or call different types from within another type. For instance could you define a Specular shader that calls a oren_nayar material and adds it in to the texture? If I have to use a blended material, can the shader language control the mix of the two? Thanks,
Edited: I thought of something else, any chance of defining a "global" material that will be applied to all of the mesh's regardless of the base material?
Edited: I thought of something else, any chance of defining a "global" material that will be applied to all of the mesh's regardless of the base material?
Grimm
Trying emitting materials now. My scene crashes just before warm-up. Could a kind soul have a look and check?
EDIT: I tried without the blend mat and it works. Does that mean we cannot merge emitting diffuse mats with other mats?
EDIT: I tried without the blend mat and it works. Does that mean we cannot merge emitting diffuse mats with other mats?
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