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Indigo 1.1.2

Posted: Tue Jun 03, 2008 7:18 pm
by OnoSendai
win 32:
http://www.indigorenderer.com/joomla/in ... &Itemid=62

win 64:
http://www.indigorenderer.com/joomla/in ... &Itemid=62

changelog:
* added alias_material
* separated uvs from vertices
* added embedded_2 IGS mesh format
* calculating all shading normals internally
* added --unpack option for unpacking PIGS and PIGM files
* --pack can now pack .igm files as well as .igs.
* added GUI menu option for packing indigo materials.
* subdivision copes better with boundaries now.

This release should provide all the functionality needed for exporter authors to implement PIGM reading and writing, which will be needed for usage of the new MatDB which is being released very soon!

calculating all shading normals internally:

If this proves too restrictive, I'll add the option back in to be able to specify vertex shading normals.
Right now all shading normals in .igs files, .obj files etc.. are ignored.

Alias Material

gives a material an additional name.

Code: Select all

<alias_material>
	<current_name>Leather</current_name>
	<new_name>previewmaterial</new_name>
</alias_material>
embedded_2 format:

Code: Select all

<mesh>
		<name>mesh2</name>

		<normal_smoothing>true</normal_smoothing>

		<embedded_2>
			<expose_uv_set>
				<index>0</index>
				<name>albedo</name>
			</expose_uv_set>

			<v p="-1.5 0 0" />
			<v p="-1.5 0 2" />
			<v p="1.5 0 2" />
			<v p="1.5 0 0" />

			<v p="-1.5 0 0" />

			<uvs uv0="0 0" uv1="0 0" />
			<uvs uv0="0 1" uv1="0 100" />
			<uvs uv0="1 0" uv1="100 0" />
			<uvs uv0="1 1" uv1="100 100" />

			<triangle_set>
				<material_name>mat1</material_name>

				<t v="0 2 1" uv="0 2 1" />
				<t v="4 3 2" uv="0 3 2" />
			</triangle_set>
		</embedded_2>
	</mesh>

Posted: Tue Jun 03, 2008 7:23 pm
by Pinko5
Tnx ONO!!!
Luca ;)

Posted: Tue Jun 03, 2008 8:01 pm
by BbB
Thanks Ono. From a user's point of view, what are the restrictions to having shading normals calculated internally?

Posted: Tue Jun 03, 2008 8:02 pm
by OnoSendai
It shouldn't result in any limitations.

Posted: Tue Jun 03, 2008 8:07 pm
by BbB
Will it address this shading errors we've had on smoothed meshes with bump when lit by point lights?

Posted: Tue Jun 03, 2008 8:11 pm
by OnoSendai
nope.

Posted: Tue Jun 03, 2008 8:15 pm
by BbB
Never mind. I noticed Maxwell and Fry show the same error so I assume it's some kind of universal limitation of unbiased engine...

Posted: Tue Jun 03, 2008 8:21 pm
by OnoSendai
I'm not sure what exactly what you mean by the error.
But shading normals + bump maps are nasty hacks, which tend to come with at least a few unavoidable artifacts.

Posted: Tue Jun 03, 2008 8:33 pm
by BbB
Sometimes when sunlight hits a smoothed, bumped mesh at a grazing angle, the smoothing is ignored and the mesh comes out faceted. The only solution I found when this happens is to subdivide the mesh a lot so that is appears smooth.

Posted: Tue Jun 03, 2008 8:37 pm
by OnoSendai
Strange.. as the bump map modifies the smoothed normal, not the geometric normal.

Posted: Tue Jun 03, 2008 8:51 pm
by BbB
I'll put together a small scene to show you what I mean.

Posted: Tue Jun 03, 2008 9:05 pm
by fused
nice release!!! thank you!

Posted: Tue Jun 03, 2008 9:15 pm
by pixie
Fused: Water can be water again even if you serialize the material's name in Cindigo!!! wiiiii!

Posted: Tue Jun 03, 2008 9:19 pm
by BbB
There you go.
This is a smoothed, low-poly sphere with a diffuse mat and bump map. Rendered with 1.0.9_3
I'm also attaching the scene.

Posted: Tue Jun 03, 2008 10:06 pm
by filippo
wonderfull news....and up date...
thaks