cindigo 0.8 - beta 1

Announcements, requests and support regarding the Cinema 4D exporter
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Pinko5
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Post by Pinko5 » Thu May 10, 2007 6:06 am

The igi files are in the subdir indigoxxx\render\ ...they are the same name of respective image i hope help you
Pinko.

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Behrendt
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Post by Behrendt » Thu May 10, 2007 6:15 am

Pinko5 wrote:The igi files are in the subdir indigoxxx\render\ ...they are the same name of respective image i hope help you
Pinko.
Oh man... i'm so stupid. Thank you!

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Pinko5
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Post by Pinko5 » Thu May 10, 2007 6:29 am

:wink:
Pinko.

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Behrendt
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Post by Behrendt » Thu May 10, 2007 6:32 am

But now I'm ready to redo my old scenes with more details and so on and of course with Indigo 0.82 :twisted:
btw.
feel free to share nice sss materials for curtains or something :lol: :P

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fused
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Post by fused » Fri May 11, 2007 6:52 pm

quick test.

while playing around with blend materials i noticed that vertex normals pionted in the wrong direction(that gave pretty strange results). will be fixed in the next release.


edit: having normal smoothing again is sooooooo cool! thanks to myself
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Marcofly
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Post by Marcofly » Fri May 11, 2007 7:36 pm

hi fused!

do you think that this effect (the black halo outside the lampshade) is caused by smoothing problems?
the lampshades are tubes, ca.3mm. thick, seems like only the inside surface of the solid has a material..

thanks, ciao!!
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fused
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Post by fused » Fri May 11, 2007 8:15 pm

yes, i think this is caused by the vertex-normals pointing in the wrong direction.

try rendering a sphere with normal_smoothing = true (and a specular mat, of course) and youll see a quite similar effect.

i wont be home before tomorrow evening, so you have to wait for that fix, sry

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fused
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Post by fused » Fri May 11, 2007 8:21 pm

oh and does anybody know what effect "blend_factor" has?

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Marcofly
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Post by Marcofly » Fri May 11, 2007 8:31 pm

Thanks! i have another question..
if i put an object tag and a material tag to a null object, they don´t get applied to the children, and i have to apply them manually..

can you please check it?

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fused
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Post by fused » Fri May 11, 2007 8:53 pm

yes thats true, use "copy tag to children"

ill see what i can do to make that possible

(and applying a object tag to a null object is no good idea. it will make indigo crash because it exports an object with 0 faces)

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Marcofly
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Post by Marcofly » Sat May 12, 2007 12:41 am

fused wrote:oh and does anybody know what effect "blend_factor" has?
found this (sketchup tut.):
Use BLEND materials
1. Set the material type to BLEND
2. If a texture is applied to the material, it will be used as the clipping map
3. If no texture is applied, the blend factor will control the weight of the materials

and this (blendigo, Wedge)):
Blend material:
*material name needs .blend.a.b where .blend sends it to exporter as a material blend, a and b is the blended materials which can be any name you see fit but you will probably notice that you need to keep name fairly short or you will run out of space
*first material (a) color is defined by color RGB
*second material (b) color is defined by spec RGB
*translucency == 1 = use null_material for .a material else rgb
*alpha < 1 = use null_material for .b material else rgb
*ambient == blend_factor value

hope it helps!
Viel Spass!
Marco

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fused
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Post by fused » Sat May 12, 2007 12:52 am

yes it helps. thank you. i have implemented blend mats and it works great :)


well... i still dont understand what null_material is

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manitwo
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Post by manitwo » Sat May 12, 2007 1:00 am

fused wrote:well... i still dont understand what null_material is
a material that is fully transparent. no reflection/refraction
used for blend alphas.

:) while were on topic, could you make an alpha-map support? :roll:

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Phoenix
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Post by Phoenix » Sat May 12, 2007 3:26 am

It would be really nice, if you could change the "Material Helper Tag" in a way, that only the expedient settings for a chosen material type are displayed and changeable.

Also the implementation of the .nk-data list, as it was in BlackLizard's exporter, would be cool! :wink:

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fused
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Post by fused » Sat May 12, 2007 3:37 am

@phoenix:
if you want to do all the typing :lol:


i think ill implement the most commonly used nk's (like cu, ag, au, al, cr...)

@maitwo:

okidoki

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