New Official Indigo Material Database is in private Beta!
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
* warning : blender oriented *
Warm thanks to fused (also Dougal2 and others I forget for their previous attempts), it was really needed.
Anyway I'm a little confused in creating igm and pigm files.
So basically, you just press "sep. mats" in blendigo, and then rename your xxx-mats.igs to xxx-mats.igm, am I right ?
And how do we make pigm ?
I think we really need some two simple buttons in blendigo like "create igm" and "create pigm", what do you think ?
Warm thanks to fused (also Dougal2 and others I forget for their previous attempts), it was really needed.
Anyway I'm a little confused in creating igm and pigm files.
So basically, you just press "sep. mats" in blendigo, and then rename your xxx-mats.igs to xxx-mats.igm, am I right ?
And how do we make pigm ?
I think we really need some two simple buttons in blendigo like "create igm" and "create pigm", what do you think ?
yes, it think your right.
pigms basically are zipped igms. igm/pigm specs
make sure textures are in and paths are relative.
pigms basically are zipped igms. igm/pigm specs
make sure textures are in and paths are relative.
- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
- Contact:
PureSpider
Well, call me lazy (which I certainly am) but it would be nice to have a button somewhere that does it for you. Indigo already has a "pack scene" option. Why not a "pack materials" option. What do you say Ono? Seriously, I think the incentive to upload mats would be higher if making them were simpler.
Well, call me lazy (which I certainly am) but it would be nice to have a button somewhere that does it for you. Indigo already has a "pack scene" option. Why not a "pack materials" option. What do you say Ono? Seriously, I think the incentive to upload mats would be higher if making them were simpler.
IMO indigo also needs the ability to read data directly from packed files too.BbB wrote:PureSpider
Well, call me lazy (which I certainly am) but it would be nice to have a button somewhere that does it for you. Indigo already has a "pack scene" option. Why not a "pack materials" option. What do you say Ono? Seriously, I think the incentive to upload mats would be higher if making them were simpler.
letting users create categories will lead to too many caregories, i think.dougal2 wrote:What do you plan to do about categories ? The users may need to create one instead of having to fit their material into an existing one.
this is how i would handle it (but ono has the last word on that):
admins (ono and me - at the moment; maybe some other will get rights to do it in the future. not admin rights, tho) will be able to create/delete categories. users can make category requests in the forum.
Great things happen the last days here, I'm looking forward to see when the DB is final and filled!
The only Problem I have is the very dark Test Scene, perhaps not very well lightened in my eyes :/
The Basic Scene used also a exr map for extra light & detail, but the gain of the env_map wasn't high enough so the BG stayed black.
Here is an example of the void.nk... pure black mat with some fresnel reflactions (great for blending with other mats!).
Somehow I miss some interesting reflections on this Sphere -.-
The only Problem I have is the very dark Test Scene, perhaps not very well lightened in my eyes :/
The Basic Scene used also a exr map for extra light & detail, but the gain of the env_map wasn't high enough so the BG stayed black.
Here is an example of the void.nk... pure black mat with some fresnel reflactions (great for blending with other mats!).
Somehow I miss some interesting reflections on this Sphere -.-
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- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
Hey Zomb, I guess that's my fault. I used reinhard tonemapping for the preview scene, where I should have used linear or camera tonemapping in order to have a constant lighting between renders.
Btw, Dougal2 pointed the problem to me, as he managed to render al the nk materials already.
Anyway, I must have that linear tonemapped preview scene on my harddrive somewhere, wich should fix the problem I hope.
ps : oh, wait, I did a render of the void.nk material with reinhard tonemapping, and it turned ou to be too bright in my case... strange.
Btw, Dougal2 pointed the problem to me, as he managed to render al the nk materials already.
Anyway, I must have that linear tonemapped preview scene on my harddrive somewhere, wich should fix the problem I hope.
ps : oh, wait, I did a render of the void.nk material with reinhard tonemapping, and it turned ou to be too bright in my case... strange.
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