Cindigo 0.9 - beta 1

Announcements, requests and support regarding the Cinema 4D exporter
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CoolColJ
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Post by CoolColJ » Sat Aug 25, 2007 11:50 am

some features that need to be added

1) a gain parameter for RGB absorption coefficient
this will allow you to use any colour, and then set a gain to make the specular or glossy transparent object more or less transparent, independent of the object's size with each object in the scene.
right now just using the RGB slides there tends to be too much absorbtion, especially with the gamma 2.2 value.

So a gain of 1.0 will like normal, 0.5 halves the RGB values, 10 would mutiply it by 10 etc or even higher. Handy for thin window glass where the regular RGB value would not do too much.

This will bring Cindigo inline with Skindigo and Blendigo, and make SSS work much better...
Maybe you can read C4D's opacity setting to set this instead? That is how Skindigo works

You need this for SSS RGB scattering vaues as well. so you can get really small values and values above the RGB limit

2) ability to load and save IGM material files, very handy

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CoolColJ
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Post by CoolColJ » Sat Aug 25, 2007 12:34 pm

I can't get specular/gloassy transparent materials to work, they all render black no matter what, I think it's becuase the normals are flipped

well reversing all normals before export fixed it :)

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Marcofly
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Post by Marcofly » Sat Aug 25, 2007 8:03 pm

hi! i'm playing with the new Cindigo version.. it works fine, and i found a workaround in c4d to reassign the uvw coordinates to the objects..

i recognized some of the bugs that the Gold-Medal-Cindigo-Bugfinder (ZomB

:wink: ) already mentioned, and a new one:

-when grouping objects, they preserve the original scale. if you try to scale them, it doesn't work. without grouping them, it works fine.

will post a test soon..

ciao!

Alain
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Is this the typical xyu coordinate bug ?

Post by Alain » Mon Aug 27, 2007 12:25 am

that happens to me if I import a sofa from another c4d scence (see attached files).

is this the typical xyz coordinate bug ?

And one more little bug, I don't know if someone did mention that.
If I use an NK File, the cr.nk, it always searchs for a renessance.jpg file which can not be found. I always replace the file with some existing jpg (I can't find a renessance.jpg on my computer, should those jpg be copied in the nkdata folder ?)



regards
alain
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sofa.png
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im1188115902.png
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Marcofly
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Post by Marcofly » Mon Aug 27, 2007 1:52 am

@Alain: it's a bug.. rotate the object as desired, then click on the cinema ' object axis tool' (icon with the two orange arrows on the left side of the panel), and put the object rotation to 0 again. you will turn the axis, but not the object itself, and it will be exported correctly.

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Zom-B
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Re: Is this the typical xyu coordinate bug ?

Post by Zom-B » Mon Aug 27, 2007 2:14 am

Alain wrote:that happens to me if I import a sofa from another c4d scence (see attached files).

is this the typical xyz coordinate bug ?
Hey Alain... it seems you simply ignored my advice to take a look at the Buglist I told you about in your previous thread... :? (see bug No 4 on the list!)

Alain wrote:And one more little bug, I don't know if someone did mention that.
If I use an NK File, the cr.nk, it always searchs for a renessance.jpg file which can not be found. I always replace the file with some existing jpg (I can't find a renessance.jpg on my computer, should those jpg be copied in the nkdata folder ?)
This one is interesting, please post a reduced sample Scene, so we can take a look.

Your scene Is relay nice, hope to see a final render :)

BTW.... turn off normal smoothing for the furniture in the back side of the room... normal smoothing artifacts (like for your windows before) are visible!
polygonmanufaktur.de

Alain
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Post by Alain » Mon Aug 27, 2007 3:05 am

@ZomB
I must admit that I didn't read your buglist exactly in your very first posting ;-) everything was to new for me to understand every point of it.

I just wanted to be sure that it really IS the xyz coordinate bug in my scene.

I just connected all the elements of the sofa with the same material to one polygon an now it works without manipulating the igs file :-)

and thanks for the "smoothing hint" !

one thing that I didn't find out yet is how let the sunlight trough the glass without scattering it. there should be hard shadows of the woodelements of the window but as you can see they are not there.
which paramaters do I have to change to let the sunlight in an getting hard shadows inside the room ?

and how can I get a blurry reflection and a little bump on the parkett floor ?

For the "renessance.jpg" error see the attached reduced sample scene, just the sofa (with the (buggy?) chrom material cr.nk) an the floor.

regards
alain

BTW: I try my best to get my scene well rendered with indigo, then we can compare it with the old version which I rendered by faking radiosity ;-)
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manitwo
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Post by manitwo » Mon Aug 27, 2007 3:42 am

hi alain,
is bidir(in the inifile.txt) enabled? if yes - set it to "false" and render again.
bidir + glas + sunlight won't work.

if i were you i'd remove those windows(theres no interesting reflection visible) and use [bidir=true;hybrid=true;max_change=0.03]

Alain
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Post by Alain » Mon Aug 27, 2007 4:51 am

@manitwo
thanks for the hint, but it changes nothing.

@all
I removed the glas and the sun comes in now. but from the wrong direction (see attached files). in some earlier renderings the direction of the sun was correct, is this because of the xyz coordinate bug ? I set the axis of the nullobject of the sun to zero like marcofly told me, but that doesnt help at all for the sun.

I would like to add some reflection on the glas as well, so I don't want to remove the glass.

regards
alain
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im1188145453.png
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sundirection.png
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Marcofly
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Post by Marcofly » Mon Aug 27, 2007 9:50 am

the sun-axis is not important, just his XYZ position counts.. if the glass-ior was more than 1, that could be an explanation of the difference between the two scenes.. just try with a spot light->link active object, and see where it points!

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CoolColJ
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Post by CoolColJ » Mon Aug 27, 2007 3:46 pm

Bidirection shopuld work ok with glass? I have had no issues with it

Alain
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Post by Alain » Mon Aug 27, 2007 5:49 pm

@manitwo
the picture "im1188145453.png" is without the glass.
just try with a spot light->link active object, and see where it points!
I used a spotlight (you mean in cinema ?) and tried to link it as a sun in the cindigo render settings tag. that's what you mean ? but its not possible to link light objects in the cindigo render settings tag.

in one of my first test renderings the sunposition was exactly the same as it is now but I had no glass material there yet, I just removed the glass polygons (see attachement).

regards
alain
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Marcofly
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Post by Marcofly » Mon Aug 27, 2007 7:30 pm

in C4D: create a spotlight, then go to the 'perspective view' panel, click on Cameras->Link active object. now your camera is linked with the spotlight. move it till you're satisfied with the result, then put a Null Object at its place, and delete the light. this Null Object will be the sun!
this is the easiest way to be sure about your sun-position..

does your glass have thickness?

Alain
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Post by Alain » Mon Aug 27, 2007 8:21 pm

@marcofly
I did just the way you told me, there is no difference at all (compare the 2 attached files).

The glass material is removed for those sun light position tests, but yes it has a thickness if it's exported to indigo.

where else could be the mistake ?

regards
alain
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Shadows_in_Cinema.png
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Alain
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Post by Alain » Mon Aug 27, 2007 8:35 pm

ok, I found out if I just move the null object for the sun a bit more left, the angle of the light gets better (see attachement).
anyway the angle of cinema 4d light is not the same when I use its position for the cindigo sunlight. But I still don't understand why it was correct in my very first rendering tests.. :?

regards
alain
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