Indigo 1.1.9
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
...still waiting patiently for some information on how to use efficacy scale and emission scale...
I haven't found anything useful in the test scenes for efficacy scale with emitting materials. I would like to see both efficacy scale and emission scale as material attributes, not mesh attributes, if possible.
I haven't found anything useful in the test scenes for efficacy scale with emitting materials. I would like to see both efficacy scale and emission scale as material attributes, not mesh attributes, if possible.
@Whaat
I have decided emission scale is not applicable to mesh lights and left it out.
That is mesh lights are a different breed to emissive materials.
You will still be waiting for ono come next summer
BTW have you success using albedo maps in any materials with new code?
I have these loading with no exceptions now but they do not show in the render
I have looked over this again and again but I cannot see any error in the xml I make.
I have decided emission scale is not applicable to mesh lights and left it out.
That is mesh lights are a different breed to emissive materials.
You will still be waiting for ono come next summer
BTW have you success using albedo maps in any materials with new code?
I have these loading with no exceptions now but they do not show in the render
I have looked over this again and again but I cannot see any error in the xml I make.
Maybe this will help. I've had no problems with maps.Big Fan wrote:BTW have you success using albedo maps in any materials with new code?
I have these loading with no exceptions now but they do not show in the render
I have looked over this again and again but I cannot see any error in the xml I make.
Code: Select all
<material>
<name>previewmaterial</name>
<phong>
<texture>
<uv_set>default</uv_set>
<path>textures/Tile_Checker_BW.jpg</path>
<a>0.0</a>
<b>1.0</b>
<c>0.0</c>
<exponent>2.2</exponent>
</texture>
<texture>
<uv_set>default</uv_set>
<path>textures/Tile_Checker_BW.jpg</path>
<a>0.0</a>
<b>0.02</b>
<c>0.0</c>
<exponent>1.0</exponent>
</texture>
<texture>
<uv_set>default</uv_set>
<path>textures/Tile_Checker_BW.jpg</path>
<a>0.0</a>
<b>0.2</b>
<c>0.0</c>
<exponent>1.0</exponent>
</texture>
<diffuse_albedo>
<texture>
<texture_index>0</texture_index>
</texture>
</diffuse_albedo>
<ior>1.52</ior>
<exponent>
<constant>1000</constant>
</exponent>
<bump>
<texture>
<texture_index>1</texture_index>
</texture>
</bump>
<displacement>
<texture>
<texture_index>2</texture_index>
</texture>
</displacement>
</phong>
</material>
OK found the issue its not the textures that are the problem
In previous Blendigos the RGB colour info was included in the export regardless of the albedo texture presence
Indigo would ignore the RGB col and use the texture.
Now it will use the colour info first and disregard the texture.
The latest Indigo will still take the old style code and render it correctly but not in the case of the same scene done in the new style with the colour in it
so now I know how to fix it
In previous Blendigos the RGB colour info was included in the export regardless of the albedo texture presence
Indigo would ignore the RGB col and use the texture.
Now it will use the colour info first and disregard the texture.
The latest Indigo will still take the old style code and render it correctly but not in the case of the same scene done in the new style with the colour in it
so now I know how to fix it
Documentation coming soon. In the mean time, check out luminance_test.igs and luminous_flux_test.igs.Whaat wrote:...still waiting patiently for some information on how to use efficacy scale and emission scale...
I haven't found anything useful in the test scenes for efficacy scale with emitting materials. I would like to see both efficacy scale and emission scale as material attributes, not mesh attributes, if possible.
Regarding the current poll on what would be most helpful for Indigo users, It seems pretty clear that rendering speed is the most desired improvement.
That's fine; I have lots of ideas on how to improve performance.
Of course, making such improvements takes serious development time, so as always, it's a trade-off between increased performance and new features.
That's fine; I have lots of ideas on how to improve performance.
Of course, making such improvements takes serious development time, so as always, it's a trade-off between increased performance and new features.
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- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
another area for speed improvements i think would be real helpful is the 3d-package-to-Indigo pipe cuz its a wee bit difficult to make quick test renders when it takes a couple minutes to export and fire up the scene. i guess thats more of an exporter issue, but im guessing the fact that you have to go through an intermediate XML file slows things down as opposed to a plugin (a la mentalray n maxwell etc etc etc).OnoSendai wrote:Regarding the current poll on what would be most helpful for Indigo users, It seems pretty clear that rendering speed is the most desired improvement.
That's fine; I have lots of ideas on how to improve performance.
Of course, making such improvements takes serious development time, so as always, it's a trade-off between increased performance and new features.
again, feel free to correct me if im wrong, im nothing but a mere end-user.
thats only possible with the commercial SDK, there is a plugin of that type in the making: IndigoTinted for XSI UnveiledStompinTom wrote:another area for speed improvements i think would be real helpful is the 3d-package-to-Indigo pipe cuz its a wee bit difficult to make quick test renders when it takes a couple minutes to export and fire up the scene. i guess thats more of an exporter issue, but im guessing the fact that you have to go through an intermediate XML file slows things down as opposed to a plugin (a la mentalray n maxwell etc etc etc).
again, feel free to correct me if im wrong, im nothing but a mere end-user.
I wonder, if it wouldn't be at least for the new C4D R11 possible/expedient to benefit from the new supported COLLADA format.fused wrote:thats only possible with the commercial SDK, there is a plugin of that type in the making: IndigoTinted for XSI UnveiledStompinTom wrote:another area for speed improvements i think would be real helpful is the 3d-package-to-Indigo pipe cuz its a wee bit difficult to make quick test renders when it takes a couple minutes to export and fire up the scene. i guess thats more of an exporter issue, but im guessing the fact that you have to go through an intermediate XML file slows things down as opposed to a plugin (a la mentalray n maxwell etc etc etc).
again, feel free to correct me if im wrong, im nothing but a mere end-user.
As it's also based on XML and is an open standard it should make it perhaps a lot easier and better for you to create the *.igs files out of Cindigo. And perhaps also without the need of external *.obj files for the meshes, but I'm not sure about that.
The disadvantage is, that it won't work with pre R11 C4D versions.
But maybe COLLADA is also something interesting for Ono to implement it in Indigo but I don't know exactly if that is really reasonable cause my background knowledge is too little about this topic.
Edit:
Oh, I think I misunderstood the topic, you were talking about a closer seamless integration of Indigo in the host 3d packages, right?
That would of course be really cool if that could be handled somehow.
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- Posts: 222
- Joined: Fri Feb 23, 2007 4:38 pm
I think the linear tone mapping slider needs a drop-down box next to it with an exponent multiplier. (i.e. Slider value x 10 to the nth, where n is an integer 0 or greater.)
I think it's fantastic that we can adjust tonemapping on the fly now! The only thing missing that Violet had is a histogram.
Direct value entry for the sliders would be nice too.
[Edit] Doh! Me again... Perhaps there could be a button that forces an update of the render buffer, that way you don't have to wait 20-30 seconds to see the changes take effect.
I think it's fantastic that we can adjust tonemapping on the fly now! The only thing missing that Violet had is a histogram.
Direct value entry for the sliders would be nice too.
[Edit] Doh! Me again... Perhaps there could be a button that forces an update of the render buffer, that way you don't have to wait 20-30 seconds to see the changes take effect.
Last edited by Lord of the Rings Junkie on Thu Aug 14, 2008 7:34 am, edited 1 time in total.
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