* Added initial support for Omnidirectional stereo rendering with the spherical camera.
That is just everything! :D
Also:
* Updated bundled exporter/plugin versions.
What is the latest C4D exporter's version? I lost track...
Search found 428 matches
- Fri Mar 19, 2021 9:07 am
- Forum: Indigo News and Announcements
- Topic: Indigo Renderer 4.6.0 Beta Release
- Replies: 65
- Views: 229652
- Sun Sep 06, 2020 4:23 am
- Forum: Cinema 4D
- Topic: Indigo for Cinema 4D 4.4.12.1
- Replies: 34
- Views: 76406
Re: Indigo for Cinema 4D 4.4.12.1
@wob As long as you keep running Viewport Realtime Preview, or just Realtime Preview, the shader ball will have that white spot in the lower left corner, indicating it's not updating. As soon as you stop the Realtime Preview, it will automatically update. The logic behind is that there is no need to...
- Tue Sep 01, 2020 3:03 am
- Forum: Indigo Help
- Topic: Rotating IES files?
- Replies: 6
- Views: 28969
Re: Rotating IES files?
Hey there BartS, Welcome back. Glad you're enjoying new Indigo. Make sure to give GPU a try, it's amazingly fast, and it even supports SSS! As for the IES profiles, I was able to change the direction of the spread by simply rotating the emitter object. Bear in mind that this way of controlling the d...
- Sat Aug 22, 2020 7:40 am
- Forum: Cinema 4D
- Topic: Indigo for Cinema 4D 4.4.11.1 Beta
- Replies: 3
- Views: 7043
Re: Indigo for Cinema 4D 4.4.11.1 Beta
* Some improvements for the IPR, especially the viewport IPR
It's BACK! Amazing! Loved that feature!
* S22 support (at least on Windows. Use R21 builds on MacOS.)
Only two weeks left until traditional R release!
It's BACK! Amazing! Loved that feature!
* S22 support (at least on Windows. Use R21 builds on MacOS.)
Only two weeks left until traditional R release!
- Fri Jun 26, 2020 2:03 am
- Forum: Indigo General Stuff
- Topic: Fresnel Scale vs Roughness: Maps Generated from Substance/Shadermap/Mixer
- Replies: 4
- Views: 8813
Re: Fresnel Scale vs Roughness: Maps Generated from Substance/Shadermap/Mixer
Not a problem! Bear in mind that if you choose to use Fresnel map, the max value of IOR is the brightest pixel in your map (255), and the darkest (0) is the complete lack of reflectance. So, you can think of IOR value as the highest cap value, and grayscale map is everything in between. Speaking of ...
- Thu Jun 25, 2020 10:26 am
- Forum: Indigo General Stuff
- Topic: Fresnel Scale vs Roughness: Maps Generated from Substance/Shadermap/Mixer
- Replies: 4
- Views: 8813
Re: Fresnel Scale vs Roughness: Maps Generated from Substance/Shadermap/Mixer
You know that IOR factor that you can control to increase or decrease the overall reflection of the surface? For example, when you put 20, it reflects all the light, making it a mirror like surface, but when you put 1 it just looks like that colour you specified, without any reflections? You can con...
- Thu Jun 11, 2020 3:08 am
- Forum: 3D Studio MAX
- Topic: Indigo Motion Blur (3dMax)
- Replies: 10
- Views: 19498
Re: Indigo Motion Blur (3dMax)
Well, it does have a motion blur tick box...would be kinda cruel of having that in, and not supporting it, right? Come to think of it, the latest 3ds Max plugin is 0.7.4.1, right? That was published on Nov 30, 2019. Fused wrote in another thread about the same issue how he is going to "have a look a...
- Thu Jun 11, 2020 2:45 am
- Forum: 3D Studio MAX
- Topic: Indigo Motion Blur (3dMax)
- Replies: 10
- Views: 19498
Re: Indigo Motion Blur (3dMax)
I meant the .3ds file, from your 3ds Max. Opening your Indigo scene file, I can see that you only exported one frame of your animation, which is fine, bit it kinda gives this feeling that you forgot to animate your camera/object, perhaps? Since I can see only two keyframes for camera, which are defa...
- Wed Jun 10, 2020 5:54 am
- Forum: 3D Studio MAX
- Topic: Indigo Motion Blur (3dMax)
- Replies: 10
- Views: 19498
Re: Indigo Motion Blur (3dMax)
Send me your scene file, and write the version of exporter you are using, I'll try to go in.
- Tue Jun 09, 2020 1:26 pm
- Forum: 3D Studio MAX
- Topic: Indigo Motion Blur (3dMax)
- Replies: 10
- Views: 19498
Re: Indigo Motion Blur (3dMax)
Forget the scene file, lets try by putting your camera exposure time to 1s. Try that out.
- Mon Jun 08, 2020 3:49 am
- Forum: Cinema 4D
- Topic: Cindigo fo S22. When?
- Replies: 3
- Views: 6678
Hey there wob! Cindigo for S22 will be coming soon, as soon as our mastermind fused cooks new version. Major work has already been done with new materials, settings, and a top of fall, improved denoiser and interactive viewport preview. As of late, minds at Maxon changed their code a bit, making it ...
- Sat Jun 06, 2020 11:57 pm
- Forum: 3D Studio MAX
- Topic: Indigo Motion Blur (3dMax)
- Replies: 10
- Views: 19498
Re: Indigo Motion Blur (3dMax)
Hello! Nice to have you here! Motion blur works in conjunction with lots of parameters, mainly related to the camera. What I can tell you with that scene you posted is that you have to watch out for the scene size, it seems like your camera is not focusing very well. Besides that, I can't tell you t...
- Sat Jun 06, 2020 11:52 pm
- Forum: Bugs and Requests
- Topic: Features request
- Replies: 2
- Views: 10908
Re: Features request
I would add Houdini integration too, and Bi-Dir MTL on GPU, that would be so sweet.
What do you mean by true mix of materials?
What do you mean by true mix of materials?
- Sat Jun 06, 2020 11:51 pm
- Forum: Indigo News and Announcements
- Topic: Indigo Renderer 4.4.8 Beta
- Replies: 28
- Views: 47573
Re: Indigo Renderer 4.4.8 Beta
If I remember correctly, Chromatic Aberration was an effect that you could achieve in in-built post production with Indigo. Now, I don't think you can do that anymore, so, off to the PS we go! :D By the way, you don't have to use 512x512 resolutions anymore, you are free to use higher resolutions, t...
- Tue Mar 24, 2020 2:02 am
- Forum: Bugs and Requests
- Topic: inaccuracy of blend mode (materials / textures)
- Replies: 6
- Views: 15864
Re: inaccuracy of blend mode (materials / textures)
Hey there wob! Never encountered a problem like this. But after recreating a scene in couple of scenarios I managed to reproduce it, and solve it by adding a slight padding on the edges of the uv unwrap. It's an usual practice in gaming industry, since it reduces bleeding. But I'm not sure if it wil...