Maxigo 0.9.3c
(...another Indigo exporter for Max) (c) by Suvakas - July 2007
==============================================================================
This is an exporter script from 3DS Max to Indigo 09 render engine.
Indigo is an unbiased renderer, that is actively developed by Nicholas Chapman (http://homepages.paradise.net.nz/nickamy/ or http://www.indigorenderer.com/)

It is my first maxscript ever.. so.. use it at your own risk. I'm not taking any responsibilities of what it may do to your system or if it even works.

If you have any suggestions or ideas ( or want to thank me =) , then You can email me at maxigo@jastudio.ee

Have Fun !
Suvakas



Installation Instructions:	
============================
* Close Max if it is running.
* Copy Scripts and UI folders from the zip file to your Max root (over existing Script and UI dirs).
* Start Max and go to Customize -> Customize User Interface -> Toolbars
* Select "Indigo" from the Category list 
* Drag the "Maxigo" exporter button to new or existing toolbar.
* Start the script by clicking the button.
* On exporter dialog window go down to "Indigo Setup" rollout
* Browse to your Indigo installation directory and pick Indigo.exe
* Done =)

During the first export process there will be a following folder structure created under your Indigo root:

\Exported_From_Max\scene_name\ - Contains the Indigo *.igs scenes exported from Max.
\Exported_From_Max\scene_name\3ds\ - Contains the exported *.3ds models
\Exported_From_Max\scene_name\Obj\ - Contains the exported *.obj models
\Exported_From_Max\scene_name\Procedurals\ - Contains the exported procedural textures
\Exported_From_Max\scene_name\Converted_textures\ - Contains the converted bitmap textures

All rendered images will appear under Indigo_root\renders folder (including *.igi format)

Ps. All exported Indigo scenes and images will have the same name as your Max scene + images will have the frame number added to the end of the filename.






Usage tips:
===========

* Always use Target Camera

* When exporting into XML and if no material is assigned to model, then model will be rendered using its screen/wire color.

* Models must have material assigned When exporting to OBJ format. (If not, then Indigo will give an error message - "Face defined without specifying material first")

* When exporting to 3DS or OBJ, then models without material assigned will be rendered red.

* use Direct Light for Sun (or Daylight or Sunlight or Vray Sun in version 01c and up)

* Use XML format for small/medium scenes. It should produce less errors than OBJ or 3DS formats.

* Use OBJ for heavy models.

* Materials are named in Max like that:	Indigo Diffuse - (Maxigo)
					Indigo Phong - (Maxigo)
					Indigo Medium/SSS - (Maxigo)
					Indigo Emitter - (Maxigo)
					Indigo Null - (Maxigo)

  (word "Maxigo" is added to avoid any conflicts with other Indigo exporters.)


* Indigo Glass/SSS with default settings = glass material.

* NK Data files for Phong material are located under your Indigo_dir/nkdata.

* Exporter must be running while rendering animation.

* To stop the animation rendering close the exporter dialog.

* NB. Animation feature is highly experimental !!!

* Do not enable igi export before you are sure, that the scene exports fine.

* Exit portal is defined by using ExitPortal modifier.






Changes in v.0.9.3c:
====================
* added - Exit Portal Modifier
* added - Emitter texture (Emitter material)
* added - OBJ with no material applied renders red
* added - "Super Sample Factor" (Advanced Setup rollout)
* added - "Max Num of Consec Rejections" increased to 99999 (Advanced Setup rollout)
* fixed - opening image with custom name in Max Virtual Frame Buffer
* changed - diffuse and phong materials are compatible with Indigo 09




Changes in v.0.8.3b:
====================
* fixed - A small bug in procedurals export routine
* fixed - Some parameters were not saved with the scene file




Changes in v.0.8.3a:
====================
* added - Auto-Split models (Advanced Setup rollout)
* added - Dynamic memory increase when exporting large models to XML format
* fixed - Serious bug that didn't allow some users to export into OBJ format




Changes in v.0.8.3:
===================
* added - Background color (Environment rollout)
* added - Glare (Camera Rollout)
* added - Hybrid mode (Advanced Setup rollout)
* added - Bih tree threshold (Advanced Setup rollout)
* added - Force Procedurals export (Advanced Setup rollout)
* added - Render Tiled bitmaps as procedurals (Advanced Setup rollout)
* added - Convert all bitmaps to *.jpg (Advanced Setup rollout)
* added - Diffuse Transmitter map (Diffuse Material)
* added - Better support for vray material (textures and refraction support added)
* added - Some support for vray blend material
* fixed - various bugs in animation mode
* fixed - Wrong error message when trying to view empty *.exr image
* fixed - Illegal *.OBJ material name export when '(' symbol in mat. name
* changed - Default procedurals resolution to 512x512
* changed - Medium/SSS material renamed to Glass/SSS
* changed - Maximum bumpMap value increased to 999
* changed - Exporter's directory structure reorganized
* changed - Indigo scene extension from *.xml to *.igs
* changed - Maxigo version numbering





Changes in v.02 :
===================
* added - Procedurals support
* added - Indigo Blend material type
* added - Indigo ImportMat material type
* added - Import/Export materials from/to Indigo material format (*.igm)
* added - Fog/Dust feature (Environment rollout)
* added - Polarisation on/off (Camera Rollout)
* added - Different rendering algorythms (Advanced Setup rollout)
* added - BiDir on/off (Advanced Setup rollout)
* added - Option for starting Indigo in lower priority mode (Advanced Setup rollout)
* added - Procedurals rendering resolution (Advanced Setup rollout)
* added - "Update image buffer" spinners enabled (Export Scene rollout)
* fixed - "Number Of Threads" maximum value raised to 100 (Export Scene rollout)




Changes in v.01c :
===================
* added - Alpha map to Diffuse Material
* added - Alpha map to Phong Material
* added - RGB Multiplier for Absorption (Medium/SSS material)
* added - RGB Multiplier for Scattering coef. (Medium/SSS material)
* added - Maximum Power value increased to 9999 (Emitter material)
* added - Basic support for Vray material (only color,reflection and glossiness for now)
* added - support for Vray Sun
* added - support for Max Daylight system
* added - support for Max Sunlight system
* added - Export Indigo Image (*.igi) (Export Scene rollout)
* added - Open igi in Tonemapper (Export Scene rollout)
          NB! IndigoToneMapper.exe must be in Indigo installation directory.
* added - Resume from igi (Export Scene rollout)
* added - automatic igi search
* added - "Fix mesh errors" option (Export Scene rollout)
* added - Utilities rollout
* added - Select Models Without Material (utilities rollout)
* added - Replace Spaces in material Names (utilities rollout)
* added - *.OBJ and *.3DS are exported into sub-folders with the scene name (/Exported_From_Max/3DS/scene_name)
* fixed - exported Bump values are smaller by one digit
* fixed - exported Glossy transparency values are smaller by one digit
* fixed - Models with same name are exported correctly
* fixed - Models with 0 faces are exported Ok
* fixed - typo in Exported_From_Max dir name (Fom changed to From)




Changes in v.01b :
===================
* added option for Custom Image name
* added option to save EXR image
* added possibility to open the rendering in Max Frame Buffer
* Geometry format selection gets saved
* HDR environment has now more reasonable gain value (should render out nicely with default settings)
* Max version checking when viewing environment EXR image. (EXR is not supported in Max 7 and down)



Supported in v.01 :
===================
* geometry export to xml format 
* geometry export to 3ds format 
* geometry export to obj format
* Mesh instancing
* Meshlights
* Camera export (Image aspect, F-Stop, Bloom, Autofocus)
* Physical Sky/Sun (using Direct Light)
* HDR Environment map (only EXR format at the moment)
* Bitmap textures (no procedural textures yet)
* Tone mapping
* Diffuse Material
* Phong Material
* Medium/SSS Material
* Null Material
* Emitter Material
* Blend Material (through Max Blend material)
* Multi-Material
* Animation support (experimental)
* Indigo Setup using *.ini file (no manual editing required)
 




To Do:
=======
Skin Material
Network Rendering

a lot of bug fixes =)
...
what else?



Take Care!
Suvakas
