Indigo 0.7 test 1
Go for it! I for one can't wait to get going with these new featuresu3dreal wrote:Great who's gonna update the blender exporter ??? ...
Yes me if anyone has some against.. ;:)
cheers
u3dreal
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com
http://thebigdavec.googlepages.com
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
hehehehe, go U3dreal, go!u3dreal wrote:Great who's gonna update the blender exporter ??? ...
Yes me if anyone has some against.. ;:)
cheers
u3dreal
But I think it would be wise to confirm if these changes are final or if there'll be a t2,3,4,5, or even 6 with further changes in the new xml code to generate.
Anyway, 0.7 is what you were waiting for to give your new exporters a ride!
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
@manitwo:
the higher the ior the more reflective the material gets. an ior of 1.5 gives the material a reflectivity of glass (which is a little bit) an an ior of.. lets say 150 makes it extremely reflective
is <specular> still working? i had to change to <ior> because indigo gave an error like "uexpected element <specular>"
the higher the ior the more reflective the material gets. an ior of 1.5 gives the material a reflectivity of glass (which is a little bit) an an ior of.. lets say 150 makes it extremely reflective
is <specular> still working? i had to change to <ior> because indigo gave an error like "uexpected element <specular>"
thank you for your answer fused
well, but if i use simply other numbers for reflectivity whats the advantage of ior then?
there must be one, or not?
further questions:
- till now i thought ior numbers are only used for transparent materials. *me feels stupid know*
- whats min and max of ior numbers? (in THIS list gold has a ior of 0.47 but indigo give me an error if i set the ior under 1)
- does the reflectivity increase in a linear way from 1 to (lets say) 150
well, but if i use simply other numbers for reflectivity whats the advantage of ior then?
there must be one, or not?
further questions:
- till now i thought ior numbers are only used for transparent materials. *me feels stupid know*
- whats min and max of ior numbers? (in THIS list gold has a ior of 0.47 but indigo give me an error if i set the ior under 1)
- does the reflectivity increase in a linear way from 1 to (lets say) 150
whoa... for a detailed and correct answer i guess you'll have to ask nick.
i only can tell you what i know from messing around with the testscenes...
- whats min and max of ior numbers?
min is 1 (thats at least what the error says... you figured that out on your own) and i dont think there is a max... but i dont think you could see any difference from 10000 to 1000000
- does the reflectivity increase in a linear way from 1 to (lets say) 150
i think so... at least it looks like it does
i only can tell you what i know from messing around with the testscenes...
- whats min and max of ior numbers?
min is 1 (thats at least what the error says... you figured that out on your own) and i dont think there is a max... but i dont think you could see any difference from 10000 to 1000000
- does the reflectivity increase in a linear way from 1 to (lets say) 150
i think so... at least it looks like it does
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
my concern is how exporter writers will adapt these new features to the different sliders and values in each of the different 3d apps. since most of the things have to be done in a "hackyish" (yet very clever) way as there's nothing more than the format itself as a "plugin API guide". Such abrupt and tough changes make all the hard work and effort put into the last exporter that was working fine probably fall back to zero, needing to start them almost from scratch.
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
Thats a reason I think about doing my texturing & exporting Tasks in Blender, because the old no more developed C4D Exporter becomes nearly useless now...afecelis wrote:my concern is how exporter writers will adapt these new features to the different sliders and values in each of the different 3d apps. since most of the things have to be done in a "hackyish" (yet very clever) way as there's nothing more than the format itself as a "plugin API guide". Such abrupt and tough changes make all the hard work and effort put into the last exporter that was working fine probably fall back to zero, needing to start them almost from scratch.
polygonmanufaktur.de
Don't, refractions concerns only transparent materials, but also defines how they reflect. If a ray is not refracted, then it is reflected.- till now i thought ior numbers are only used for transparent materials. *me feels stupid know*
1 is a minimum, as it defines vaccum (no change in angle at all. Well, you know, vaccum !) Air is around 1.0x to 1.00x, depends on physical condition and on the source of the measure. Some "metamaterials" (artificial ones) now have negative ior ! The angle will be the same but in the reverse direction (as if there was a virtual mirror orthogonal to the surface) !- whats min and max of ior numbers? (in THIS list gold has a ior of 0.47 but indigo give me an error if i set the ior under 1)
I'm not sure, better said the higher the ior the higher the angle at wich light must meet the surface to be transmitted. If not it is reflected. And I'm not sure there exists materials with higher ior than Silicone... none above 5 I think. So it's not about how much reflective a material is to light, but more what fraction will be reflective or not. Linear or not I can't tell...- does the reflectivity increase in a linear way from 1 to (lets say) 150
[EDIT] and as for starting everything from scratch, I thing thats exagerating... updated would be more accurate I bet.
The reason i'm using an IOR instead of a specular tag for the phong material is that
* it's easier to get the correct reflectance curve, people were always setting the specular too high.
* it allows me to use the correct fresnel equations for the different modes of polarisation.
I don't think using an IOR will be a problem, at least for the case of when you are trying to model a dielectric material. (or a Lambertian reflector with dielectric coating, which the phong material does as well).
I'm using the Fresnel equations for *dielectrics*, so it's gonna be a stretch to model a metal using the IOR stuff.
There's always .nk files tho.
* it's easier to get the correct reflectance curve, people were always setting the specular too high.
* it allows me to use the correct fresnel equations for the different modes of polarisation.
I don't think using an IOR will be a problem, at least for the case of when you are trying to model a dielectric material. (or a Lambertian reflector with dielectric coating, which the phong material does as well).
I'm using the Fresnel equations for *dielectrics*, so it's gonna be a stretch to model a metal using the IOR stuff.
There's always .nk files tho.
I'm so confused, I'm from the pov-ray world so thats probly why. Here's why I'm confused: say I model a camera lense and set its ior to 1.52 (roughly optical glass). then I want to simulate an anti-reflective coating. what do I do? is that a separate parameter?fused wrote:@manitwo:
the higher the ior the more reflective the material gets. an ior of 1.5 gives the material a reflectivity of glass (which is a little bit) an an ior of.. lets say 150 makes it extremely reflective
is <specular> still working? i had to change to <ior> because indigo gave an error like "uexpected element <specular>"
Ack, I haven't edited the xml for too long now. need to get back at it hardcore style. . Later
Ryan -
Who is online
Users browsing this forum: No registered users and 110 guests