IndigoMax ver. 0.2 - VRay support
Re: IndigoMax ver. 0.2
tiling/mapping work if you use "uv mapping" modifier and DE-flag "real-world map size"... you can adjust mapping directly from the tile menu
I start a first render without environment and the render was blueish! but I used as environment a spectrum map... type=blackbody and it work.... but there is no difference... in background or in light color if you use as preset=sunrise/sunset or daylight etc.!
any way...I must say that the exporter grow... and I'm exited to test vray exporting
I start a first render without environment and the render was blueish! but I used as environment a spectrum map... type=blackbody and it work.... but there is no difference... in background or in light color if you use as preset=sunrise/sunset or daylight etc.!
any way...I must say that the exporter grow... and I'm exited to test vray exporting
Re: IndigoMax ver. 0.2
At the moment, UV settings are set on mesh basis, so if you modify UVs on a mesh than it should work just fine (even with real world scale maps). However, there are also settings for offset and tiling per map/texture and these are not yet functional on export. I hope this will clarify some things.
About spectrum maps: the preset is not yet functional (it will just set estimate temperature), but you can do it manually just put temperature and it should even give you instant preview of this color.
About spectrum maps: the preset is not yet functional (it will just set estimate temperature), but you can do it manually just put temperature and it should even give you instant preview of this color.
Re: IndigoMax ver. 0.2
Sorry, but I failed to render, the buffer remains black , I used direct , camera of 3dmax .can you help me?
sorry for my poor language
sorry for my poor language
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb
Re: IndigoMax ver. 0.2
Hey all,
I've been away for a while, but I'm back and I'll try to post a new version soon.
To filippo:
Could you elaborate on scene setup (esp lighting) and rendering behaviour (is it rendering or does it halt). Also try interactive mode for getting some error info from GUI version of Indigo.
I've been away for a while, but I'm back and I'll try to post a new version soon.
To filippo:
Could you elaborate on scene setup (esp lighting) and rendering behaviour (is it rendering or does it halt). Also try interactive mode for getting some error info from GUI version of Indigo.
Re: IndigoMax ver. 0.2
now the renderer it's work very fine... but I did not understand how to put the Sun&sky...
can you help me?
sorry for my poor language
can you help me?
sorry for my poor language
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb
Re: IndigoMax ver. 0.2
Unfortunately, at the moment sun light is not supported. But I might include it in next release.
Re: IndigoMax ver. 0.2
First litle test...It's work very well the interface it's in max style..I really like
Render time for render 1 e 2 it's 3m.
in the 3 render I don't have a render time max it's stop and I failed to save the file, I think this has happened to indigomax, why I closed the render buffer while render advanced and I open the render tad immediately
In the 3 render autofosus it's on, and the target of camera it's in center of the red cube
In the material don't work a bottom to add a map in the side of diffuse colore, it's work in the list of map
thanks
Filippo (Radiosity)
sorry for my poor language
Render time for render 1 e 2 it's 3m.
in the 3 render I don't have a render time max it's stop and I failed to save the file, I think this has happened to indigomax, why I closed the render buffer while render advanced and I open the render tad immediately
In the 3 render autofosus it's on, and the target of camera it's in center of the red cube
In the material don't work a bottom to add a map in the side of diffuse colore, it's work in the list of map
thanks
Filippo (Radiosity)
sorry for my poor language
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb
Re: IndigoMax ver. 0.2
Thank you fillipo, for testing IndigoMax.
I hope you'll like also next release. It might take some time though.
I hope you'll like also next release. It might take some time though.
Re: IndigoMax ver. 0.2
Hello,
After some delay, here's a new release v0.2.91.
It brings VRay material and light support. For time being it's only VRayMtl, VRayLightMtl and VRayLight object (planar), but further integration is being developed. It's still work in progress, but I'm curious what do you think about it.
As always, I'm anxious to get some feedback and bug reports.
Cheers,
After some delay, here's a new release v0.2.91.
It brings VRay material and light support. For time being it's only VRayMtl, VRayLightMtl and VRayLight object (planar), but further integration is being developed. It's still work in progress, but I'm curious what do you think about it.
As always, I'm anxious to get some feedback and bug reports.
Cheers,
Re: IndigoMax ver. 0.2 - VRay support
hi,
just a quick and incomplete test.
the scene is a simple vray test scene.
all materials are vray and there are 2 vraylight plane in the scene.
just a quick and incomplete test.
the scene is a simple vray test scene.
all materials are vray and there are 2 vraylight plane in the scene.
Re: IndigoMax ver. 0.2 - VRay support
Hey jinj,
Thanks for testing. That's a nice image. Anyway, there's still a lot to do with Vray support, but I think it's a good starting point.
As always, I'm open to suggestions and bug reports.
Cheers,
Thanks for testing. That's a nice image. Anyway, there's still a lot to do with Vray support, but I think it's a good starting point.
As always, I'm open to suggestions and bug reports.
Cheers,
Re: IndigoMax ver. 0.2 - VRay support
glad you like. I hope to see other vray feature implemented as soon as possible!subpixel wrote:Hey jinj,
Thanks for testing. That's a nice image. Anyway, there's still a lot to do with Vray support, but I think it's a good starting point.
As always, I'm open to suggestions and bug reports.
Cheers,
thank you for this promising update.
Re: IndigoMax ver. 0.2 - VRay support
this vray support begs for some comparison renderings in the future
polygonmanufaktur.de
Re: IndigoMax ver. 0.2 - VRay support
Vray support is a very interesting direction, I'd like to see how it turns out!
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