Custom Indigo Material

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pixie
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Re: Custom Indigo Material

Post by pixie » Tue Aug 11, 2009 9:25 pm

fused wrote:oh and i might do reflection and refraction, found a nice resource ^^
Neat! :D And could you please do the material as shader so that we mere mortals could use the layer to blend multiple indigo materials together? ;)

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Re: Custom Indigo Material

Post by fused » Tue Aug 11, 2009 9:36 pm

pixie wrote:And could you please do the material as shader so that we mere mortals could use the layer to blend multiple indigo materials together? ;)
-.-

no. this is not possible.

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Re: Custom Indigo Material

Post by pixie » Tue Aug 11, 2009 9:54 pm

fused wrote:
pixie wrote:And could you please do the material as shader so that we mere mortals could use the layer to blend multiple indigo materials together? ;)
-.-

no. this is not possible.
You already have isl shader, it's a pitty that you don't do the materials as shaders too... :(

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Re: Custom Indigo Material

Post by fused » Tue Aug 11, 2009 10:27 pm

pixie wrote:You already have isl shader, it's a pitty that you don't do the materials as shaders too... :(
dont you think that redoing the whole material(hundreds of description elements) as a shader would maybe be a tiny little more work than an isl shader with 3 description elements?

although indigo is commercial now my motivation stays the same: having fun coding and working with passion on stuff i love. and i definitely got no love for a task like rewriting code, strings and description files for something as useless as an indigo material shader!

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Re: Custom Indigo Material

Post by pixie » Tue Aug 11, 2009 10:34 pm

fused wrote:
pixie wrote:You already have isl shader, it's a pitty that you don't do the materials as shaders too... :(
dont you think that redoing the whole material(hundreds of description elements) as a shader would maybe be a tiny little more work than an isl shader with 3 description elements?

although indigo is commercial now my motivation stays the same: having fun coding and working with passion on stuff i love. and i definitely got no love for a task like rewriting code, strings and description files for something as useless as an indigo material shader!

I would say that useless is having tons of materials laying around on the material editor for the sole purpose of doing blends, you don't imagine how many in a regular sized project can have. That or use no blend at all, like having indigo amputated, but who cares...


Is that hard reshaping an already existent code then it is to do from scratch?

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Re: Custom Indigo Material

Post by zeitmeister » Tue Aug 11, 2009 10:40 pm

I think fused never denied blending custom Indigo materials in a custom Indigo material blend channel?
And if you have too many materials in your scene, organize yourself using layers.
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Re: Custom Indigo Material

Post by fused » Tue Aug 11, 2009 10:54 pm

pixie wrote:I would say that useless is having tons of materials laying around on the material editor for the sole purpose of doing blends, you don't imagine how many in a regular sized project can have. That or use no blend at all, like having indigo amputated, but who cares...
zeitmeister wrote:And if you have too many materials in your scene, organize yourself using layers.
+1
i also implemented your layer requests so you could organize your cindigo materials in layers...

and of course the material-shader is useless! users (also you) will try to squeeze it in any shader element around (like in the albedo texture) and then expect some kind of useful result (which is not going to happen, unless you can tell me how i should handle a indigo material as a texture for indigo).
pixie wrote:Is that hard reshaping an already existent code then it is to do from scratch?
i would have to rename every description element and change its id (as i said, hundreds) and then replace each of them in the code. its not hard, but boring and tedious. im not down with boring and tedious work in my spare time. also, it would be useless.

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Re: Custom Indigo Material

Post by pixie » Tue Aug 11, 2009 10:58 pm

You know, each one of the cinema's material is a multitude of channels, it has diffuse, transparency, specular, reflection, etc... allowing me to add into a single material tons of different properties... as good as your current implementation might be, it would be as if working in a single channel...

You want me to stop talking about it? I stop talking the day it these sort of problems do not arise, it's my duty as costumer, it's not to annoy you, it's to expose problems, and sometimes these problems are solved in the most boring way.

Perhaps my suggestion it's not the right way to do it, perhaps there's a better way to do it I don't know, what I know is that having a multitude of materials representing just one it's not good practice...

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Last edited by pixie on Tue Aug 11, 2009 11:09 pm, edited 1 time in total.

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Re: Custom Indigo Material

Post by Zom-B » Tue Aug 11, 2009 11:43 pm

pixie wrote:You know, each one of the cinema's material is a multitude of channels, it has diffuse, transparency, specular, reflection, etc... allowing me to add into a single material tons of different properties... as good as your current implementation might be, it would be as if working in a single channel...
Hey pixie, actually the new cindigo material is working the same way.
A single material has different channels to set up

for diffuse its the albedo, bump, displacement emission, alpha etc.

But the point here is that C4D being a biased engine uses a Single Material where the coded all stuff into that you can imagine and set.

Thats not the way Indigo works. Indigo has individual materials that get computed different and have different parameters.

To have a C4D like master material that hast all the same controllable parameters for everything, that get exported under the hood by doing a lot of blending of different materials isn't SPARTA... thsi is CREAZY!

First of the user would loose all connection to the basic Indigo materials, and by this helping him in the Forum wouldn't be very easy for non C4D users. Somebody who uses a unbiased render engine is quite happy with different materials that all have special definition, rules and limitations etc. thats the idea behind this m8!

At some point a general blending material will come where you can do complex multiblend operations with lots of materials. At this point blending materials at least don't need any separate blend mat itself, so its better than before for sure :)

Different 3D applications also differs between different base materials, even C4D does... ever heard of Nukai, Banji, Banzi, Cheen and Danel etc. ;-)
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Re: Custom Indigo Material

Post by pixie » Wed Aug 12, 2009 12:00 am

ZomB wrote:To have a C4D like master material that hast all the same controllable parameters for everything, that get exported under the hood by doing a lot of blending of different materials isn't SPARTA... thsi is CREAZY!
I got your point and you're mostly right, I'm just praising for a more manageable blend material, without having its childes spread all over the place mixed with the real materials...

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Re: Custom Indigo Material

Post by fused » Wed Aug 12, 2009 7:57 am

hey all. looks like i got the blend channel thing working. works quite well, too :)
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Re: Custom Indigo Material

Post by pixie » Wed Aug 12, 2009 9:50 am

fused wrote:hey all. looks like i got the blend channel thing working. works quite well, too :)

Assignment... quite neat

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Re: Custom Indigo Material

Post by zeitmeister » Wed Aug 12, 2009 6:15 pm

.... Yeah that's it fused! Rock on! :D



Ps. Just noticed that all the Umlaute in all cindigo dialogues seem to be broken here on my mac... Can some other Cindigo user confirm this?
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Re: Custom Indigo Material

Post by fused » Wed Aug 12, 2009 6:27 pm

confirmed. Pheonix fixed those and a lot of other strings and sent them to me. They will be in the next cindigo version.

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Re: Custom Indigo Material

Post by zeitmeister » Thu Aug 13, 2009 12:19 am

Aye! :mrgreen:
Cheers, David



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