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 » Thu Sep 27, 2007 11:45 am

fused wrote:normals dont get exported right, too. but if you wait a little you'll get a new release with some bugs fixed AND textured emitters!
Is this such a normals bug?! I'll wait patiently...

Image
polygonmanufaktur.de

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fused
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Post by fused » Thu Sep 27, 2007 11:48 am

ZomB wrote:Is this such a normals bug?! I'll wait patiently...
yes, it is. wait another 10 minutes and youll have the new release! (funny, it seems that everyone is rendering that scene, even me)
CoolColJ wrote:do you understand what I'm saying?
do you really want me to answer that? :lol:

but, the idea is quite ok. tought about that, too. but there might be a solution for that, that i want to try first.

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Post by fused » Thu Sep 27, 2007 12:06 pm

textured emitters are working now:

Image
_______________________________________________

CINDIGO 0.9 - BETA 2

download exporter:
PC Version

(or below)

The file contains PC versions for R10 and R9. (R10 users will have to rename the "cindigo0.9.2.cdl_R10" to "cindigo0.9.2.cdl")

please tell me if you find bugs or have specific requests. i will try to fix/implement as fast as possible.

new in 0.9 - beta 2:

* exported meshs are stored in a sub directory (same thing to come for textures, in the next version)
* export without geometry (in the render settings tag)
* export .igm (in the material helper tag, not for blend mats atm)
* about (finally! not final, though)
* there is some ray_origin_nudge_distance scaling going on, if there are problems with that, let me know (scenes with scales > 1000 should be possible now)
* exponent maps (put the map in "Specular Color")
* textured emitters (put a material with a texture in the color channel on an object with a light tag. no material helper needed)

fixed-list 0.9 - beta 2:

* Blend mats
* other stuff i probably forgot about
* rotation bug and other mesh stuff, normals
* if a channel is deactivated the texture doesnt get exported (finally found a way)

known bugs/issues 0.9 - beta 2:

* only UVW-mapping supported
* export and run (has a gui, but its not working atm)


features to come in 0.9 - beta 3: (for preventing double and tripple requests)

* .igm import
* better .obj export
* copy textures
* export and run
* material previews
- tell me if i forgot sth!


let me know if sth is not working :!: :!:


a good tutorial can be found here (only german and italian, hope someone will translate it to english soon).

extraextra: a little baking tutorial
Attachments
Cindigo0.9b2_3.zip
Cindigo 0.9b2_3
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Last edited by fused on Thu Sep 27, 2007 8:26 pm, edited 4 times in total.

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CoolColJ
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Post by CoolColJ » Thu Sep 27, 2007 12:13 pm

sth = stuff? :)

edit - BIH default should be set to 800 (x1000) now, for 800,000 triangles
Last edited by CoolColJ on Thu Sep 27, 2007 12:16 pm, edited 1 time in total.

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Post by fused » Thu Sep 27, 2007 12:15 pm

uhm... no. that should be something :D
CoolColJ wrote:edit - BIH default should be set to 800 (x1000) now, for 800,000 triangles
do you have a specific reason for that?

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Post by CoolColJ » Thu Sep 27, 2007 12:58 pm

well Ono mentioned that might be the new BIH default now as, as KD tree build time is much quicker now, and rendering is much faster under KD tree versus BIH. 500, 000 trinagle KD- tree build time is pretty quick. So 800,000 is not a problem


No-geometry export is working nicely

Instances work with C4D instance object! Nice
can they different materials?


BTW did you reverse the colour RGB absorption values?
ie light/whiter colours absorb more now, whereas it used to be the other way around?
I was gonna bug you about this before when it was the other way around, but somehow now it's reversed it doesn't feel right with RGB colours :)

I'll have to get back to you on this after some more time under the belt.
I think Blendigo/Skindigo has light colours = less absorption from memory
How does everyone feel on this?

Although you use the V slider of HSV colour to set the lightness/darkness

Which is the right way Ono?

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Post by fused » Thu Sep 27, 2007 1:05 pm

ok, 800.000 will be default.

about the instances: yes! they should also be able to have a rotation now!!! way too cool!

no different materials, though. not planned. dont think its worth the time it would take...

colours... uhm, im too tired to think of anything... going off now. cya

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Post by CoolColJ » Thu Sep 27, 2007 1:20 pm

some requests


an option to allow different scenes to use/reference the same object/model/geometry directory when exporting without any geomtery

I like to have different camera angles/materials for the same scene sometimes, so such an option would allow for this without having to duplicate the same sets of models

I suppose I can work around this by renaming the original scene file and exporting without geomtry for now... still it would be a nice option to have

---

allow instances to use different materials

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Post by CoolColJ » Thu Sep 27, 2007 4:59 pm

found a texture bug -

the bumpmap of this material was also applied to the albedo instead of the proper colour texture

<material>
<name>PoolMaterial</name>
<phong>
<ior>1</ior>
<diffuse_albedo_spectrum>
<rgb>
<rgb>0.85 0.85 0.85</rgb>
<gamma>2.2</gamma>
</rgb>
</diffuse_albedo_spectrum>
<exponent>1000</exponent>
<albedo_texture>
<uv_set>default</uv_set>
<path>floor_b.jpg</path>
<exponent>2.2</exponent>
</albedo_texture>
<bump_map>
<uv_set>default</uv_set>
<path>floor_b.jpg</path>
<b>-0.01</b>
<exponent>1</exponent>
</bump_map>
</phong>
</material>

even if I remove the bump channel and bumpmap, it still uses that bump map image for albedo...

when I create a new material and assign a texture for albedo, it doesn't use the texture. But when I enable the bump channel and assign a bump map texture, it uses the same textures for both albedo and bump map!

---

same texture problem for exponent maps as well


exponent maps not working for specular/glossy transparent material


Also an exponent map gain entry box is needed, up to at least a million units needed, but since C4D R10 can only have 6 digits, you should add a multiplier like Blendigo where they have an exponent of 1 to 100,000 x 1 to the power 1 to whatever. Each extra power just adds an extra zero onto whatever value you put into the entry box

I see you have set exponent map gain to 10,000, but this really needs to be a user entered parameter. So you can say have a exponent of 1 for a Phong material and use the exponent map to boost exponent from >0 up to 1,000,000 for the brighest areas of the map, and 1 for the black areas.

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Post by CoolColJ » Thu Sep 27, 2007 7:35 pm

in Cinidgo right now

If I enter orange into the Specular/glossy transaprent material's absorption RGB sliders with a gamma 2.2

ie RGB <rgb>1, 0.5, 0</rgb>
then the glass renders blue

If I enter in Blue, RGB 0, 0.5, 1 then I get orange!

I'm guessing the red and blue numbers of RGB values need to be flipped around on export

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Post by fused » Thu Sep 27, 2007 7:39 pm

thank you for postig the bug, i copy-pasted that code and forgot to set the right values.
suvakas wrote:lol@Cool
It almost sounds like you're ordering fused to do stuff and not requesting.
A bit harsh :)
i really appreciate your effort(really! thank you), but it would be nice to see sentences beginning with "i would really like to see..", "maybe you could..." or "it would be cool if..." someday.

also i do know some math :roll:

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Post by fused » Thu Sep 27, 2007 7:44 pm

CoolColJ wrote:in Cinidgo right now

If I enter orange into the Specular/glossy transaprent material's absorption RGB sliders with a gamma 2.2

ie RGB <rgb>1, 0.5, 0</rgb>
then the glass renders blue

If I enter in Blue, RGB 0, 0.5, 1 then I get orange!

I'm guessing the red and blue numbers of RGB values need to be flipped around on export
no, they need to be inverted on export. until you said i should change it :)

at the moment cindigo gives indigo exactly the values it wants, without changeing anything.

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Post by CoolColJ » Thu Sep 27, 2007 7:50 pm

ok change it back :)
so the colour you see in C4D what you get Indigo
the thing I don't know about is, wether 0,0,0 in Indigo should be black or white in C4D


They are just suggested changes in a brief point form - I could say all that stuff, but then I would be repeating myself a lot. I hope you understand
Last edited by CoolColJ on Thu Sep 27, 2007 8:03 pm, edited 1 time in total.

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Post by fused » Thu Sep 27, 2007 8:00 pm

white, because black should mean its absorbing (the way ono explained it).

sure i do. but it sure would be a nice thing to hear, once in a while.

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Post by CoolColJ » Thu Sep 27, 2007 8:08 pm

ok 0,0,0 is white in Blendigo
I think I got confused, because the sliders are inverted in Blendigo, the opposite of C4D and they make sense there
With all sliders to the left showing 0,0,0 you also see white on the screen and black on the right with 1,1,1
but there is nothing you can do about that in C4D, unless you somehow invert the colour and values shown in C4D


anyway thanks I appreciate all the effort, if I could code I would be doing an exporter as well :)

I'm just a bit of perfectionist that's all, in some things anyway. On the internet it's not easy to communciate things with typed words

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