Cindigo 0.9 - beta 2

Announcements, requests and support regarding the Cinema 4D exporter
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Zom-B
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Post by Zom-B » Sat Oct 13, 2007 1:23 am

Thanks for B3 preview fused :D

I'll try to look out for bugs on the weekend.

BTW: A detailed changelog would honor your great work even more... ;-)
mrmoose wrote:
fused wrote:c4d .obj export doesnt export normals
Probably I'm wrong, but i have done a test and it works.
I inserted an object, transformed in editable, reversed some faces and exported in obj format. Then I opened the object and normals were right, the reversed were still reversed. This means that export routine exports normals correctly, isn't it?

But, I repeat, probably I'm wrong. :?
Yep it works.... but Indigo has to correct/generate (?) the normals so it sometimes take 10 mins and more for big meshes before indigo actually starts rendering (totally sucks for material test etc.) :D
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Camox
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Post by Camox » Sat Oct 13, 2007 1:57 am

Thanks fused ! :D

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fused
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Post by fused » Sat Oct 13, 2007 5:19 am

@mrmoose:

zomB is right. the normals dont get exported. indigo has to generate them. i used the c4d's .obj export when i started this exporter, but i noticed that ist useless, since there is no possibility to export the normals.

so, i had to write my own .obj export. im very happy that it works(and a little proud :) ). in the beta 3 release, UV will get exported right(i hope :D).

greetz
fused

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fused
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Post by fused » Sat Oct 13, 2007 9:16 am

mrmoose wrote:Probably I'm wrong, but i have done a test and it works.
I inserted an object, transformed in editable, reversed some faces and exported in obj format. Then I opened the object and normals were right, the reversed were still reversed. This means that export routine exports normals correctly, isn't it?

But, I repeat, probably I'm wrong. :?
with that i also had some problems. there was an issue with inverted bump maps. and i had to reverse the normals before export. the direction of face normals seem to depend on how you export the faces.

when i exported them like
f vertex1 vertex2 vertex3
the face normals were reversed.

when i exported the faces like
f vertex3 vertex2 vertex1
the face normals were right.

face normals get exported with the face itself, but the c4d .obj exporter doesnt export vertex normals (wich indigo needs).

greetz
fused

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Behrendt
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Post by Behrendt » Sat Oct 13, 2007 11:30 am

Don't know if this is known - but if anyone has problems who look like trouble with normals or anything like that - chance global scale multiplier to 0.01 - if i've known this i wouldn't have spent 1 hour playing around with phong tags, render setting or god knows what all... :shock: :lol:

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CoolColJ
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Post by CoolColJ » Sat Oct 13, 2007 11:46 am

Fuse - nice work

are edge breaks supported with this new obj export?

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CoolColJ
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Post by CoolColJ » Sat Oct 13, 2007 12:16 pm

very nice - surface shading in Indigo finally matches what I see in C4D 8)

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CoolColJ
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Post by CoolColJ » Sat Oct 13, 2007 12:52 pm

I noticed the C4D materials change to look like Indigo material type :D

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fused
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Post by fused » Sat Oct 13, 2007 8:11 pm

yes! thats cool, isnt it?

the inverted bump maps should be a thing of the past, too!

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CoolColJ
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Post by CoolColJ » Sat Oct 13, 2007 9:22 pm

fused wrote:yes! thats cool, isnt it?

the inverted bump maps should be a thing of the past, too!
yeap , very nice!

I did get a crash today when I tried to export some model, but there may have been some parent nulls in there, not sure

so when is higher RGB values for specular/glossy transparents coming? :)

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fused
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Post by fused » Sun Oct 14, 2007 12:09 am

CoolColJ wrote: I did get a crash today when I tried to export some model, but there may have been some parent nulls in there, not sure

so when is higher RGB values for specular/glossy transparents coming? :)
parent nulls should not be a problem. can you send me the scene?

higher RGB values... thats sure to come.... but not too soon

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Behrendt
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Post by Behrendt » Sun Oct 14, 2007 12:37 am

What I noticed - when you assign a material with uvw mapped texture the scale values for the uvw have no influence. You have to generate a new uvw for that. Will this be "fixed" when the other mapping-types are implemented? :)

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CoolColJ
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Post by CoolColJ » Sun Oct 14, 2007 11:47 am

the co-ordinates settings have an effect though

Fuse - I'll try and find the model I was using when it crashed, I was just trying random things.

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mrmoose
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Post by mrmoose » Tue Oct 16, 2007 10:59 pm

I have one question (another?!? :twisted: ): what is the right way to export area light as rectangle light? Is Cindigo able to generate code for rectangle light? In which way?

Thanks, mrmoose :D

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fused
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Post by fused » Wed Oct 17, 2007 11:14 pm

mrmoose wrote:I have one question (another?!? :twisted: ): what is the right way to export area light as rectangle light? Is Cindigo able to generate code for rectangle light? In which way?

Thanks, mrmoose :D
no, thats not possible at the moment. but i cant implement it, if you want!

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