Cindigo 0.9 - beta 1
LOL
I'm still having to use a negative bump values on that cyclinder even though the normals are facing the right way. Not sure if this is a Cinidigo issue or Indigo one....
so are the phong angle limits read by Cinidigo on export?
does the shutter speed do anything?
smoothing... that structure has smoothing problems, but it also has curved areas, what to do?
I'm still having to use a negative bump values on that cyclinder even though the normals are facing the right way. Not sure if this is a Cinidigo issue or Indigo one....
so are the phong angle limits read by Cinidigo on export?
does the shutter speed do anything?
smoothing... that structure has smoothing problems, but it also has curved areas, what to do?
- Attachments
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- im1188546503.JPG (29.28 KiB) Viewed 3659 times
hmm... think so. will fixMarcofly wrote:just a question: if i set a specular mat, transparent true, the default rgb absorption is 1,1,1. Shouldn't it be 0,0,0?
can be any spectrum... thats at least what the manual says(from my point of view, never tested, though)...ZomB wrote:But I just discovered, that "Absorption Spectrum Type" and "Scattering Spectrum Type" can be set also to Peak and Black Body?!?
Peak isnt working, btw. its implemented in the exporter but not in the GUI
Funky!!!!111CoolColJ wrote:Downloaded: 36282 Time(s)![]()
did you try to invert your bump map?CoolColJ wrote:I'm still having to use a negative bump values on that cyclinder even though the normals are facing the right way. Not sure if this is a Cinidigo issue or Indigo one....
no, not atm, its tricky.CoolColJ wrote:so are the phong angle limits read by Cinidigo on export?
yesCoolColJ wrote:does the shutter speed do anything?
re the bump map, well it renders fine in C4D, as it comes from Bodypaint, I did bump and colour together
funny thing is - I used the same bump map on the brown structure and it inverted on that with C4D, same thing in Inidgo, so Indigo and C4d are inverse to each other
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one request, you need to add a multiplier for the RGB absorbtion and scattering co-effecient for specular and glossy transparent material. The reason being is the max RGB value of 1 is not enough for thin glass to see any colour. Blendigo and Skindigo have this, and it is also needed for SSS to emulate those liquids like milk where the scattering vales are very like over 1000 and so on
if you have a RGB value of 1, 1, 0.5, but the glass is not dark enough then you can't do anything about it right now, but with a multiplier option field and you enter say x10 or x100, you can boost the value to 10,10 5, or 100,100, 50 etc
I model in cm units, and then export out with 0.01 scale, so it ends up being correct in Indigo. Well it is correct, based on the autofocus distances I get back from Indigo. And RGB values are not high enough for absorbtion for thin materials
funny thing is - I used the same bump map on the brown structure and it inverted on that with C4D, same thing in Inidgo, so Indigo and C4d are inverse to each other
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one request, you need to add a multiplier for the RGB absorbtion and scattering co-effecient for specular and glossy transparent material. The reason being is the max RGB value of 1 is not enough for thin glass to see any colour. Blendigo and Skindigo have this, and it is also needed for SSS to emulate those liquids like milk where the scattering vales are very like over 1000 and so on
if you have a RGB value of 1, 1, 0.5, but the glass is not dark enough then you can't do anything about it right now, but with a multiplier option field and you enter say x10 or x100, you can boost the value to 10,10 5, or 100,100, 50 etc
I model in cm units, and then export out with 0.01 scale, so it ends up being correct in Indigo. Well it is correct, based on the autofocus distances I get back from Indigo. And RGB values are not high enough for absorbtion for thin materials
more requests -
1) option to not export out the meshes - saves much time with complex scenes once you have already done it once, and want to just preview the scene and try different lights or materials, settings etc
2) auto launch option upon export - so Indigo automaticly renders. Inidgo has a command line file now, and use the -o option to rename the rendered images and IGI files to the same as the scene file name
3) a form of material previewer - again see Blendigo and Skindigo for how to do this, or even the Fry demo
basicly each material helper tag will have a button to luanch a preview of the material on a choice of 3 or more preview scenes/objects, ie sphere, cube, and more complex objects - lit by studio light, HDRI , outdoor sky/sun. The size of the image should be pretty small like 100x100 or 200x200 for fast rendering.
So you would have a preview folder for the plugin in the Indigo directory with the various preview scene IGS files to be launched from the preview button with the material
1) option to not export out the meshes - saves much time with complex scenes once you have already done it once, and want to just preview the scene and try different lights or materials, settings etc
2) auto launch option upon export - so Indigo automaticly renders. Inidgo has a command line file now, and use the -o option to rename the rendered images and IGI files to the same as the scene file name
3) a form of material previewer - again see Blendigo and Skindigo for how to do this, or even the Fry demo
basicly each material helper tag will have a button to luanch a preview of the material on a choice of 3 or more preview scenes/objects, ie sphere, cube, and more complex objects - lit by studio light, HDRI , outdoor sky/sun. The size of the image should be pretty small like 100x100 or 200x200 for fast rendering.
So you would have a preview folder for the plugin in the Indigo directory with the various preview scene IGS files to be launched from the preview button with the material
This previewstuff would be great!
i've got a problem with the exporter. i have got a huge file with MANY different objects. atm i'm preparing it step by step for export. so i connect all objects with the same material. so i made one null-object with all he unoptimized stuff and deactivated "visible in renderer" for the null-object AND all its children. but cindigo still wants o export several thousand objects...
strange.. i would prefer the object-tag back. that meant more control to me... but this is a matter of sight^^
i've got a problem with the exporter. i have got a huge file with MANY different objects. atm i'm preparing it step by step for export. so i connect all objects with the same material. so i made one null-object with all he unoptimized stuff and deactivated "visible in renderer" for the null-object AND all its children. but cindigo still wants o export several thousand objects...
strange.. i would prefer the object-tag back. that meant more control to me... but this is a matter of sight^^
Fuse to make it easy for you -
here are preview files for Blendigo and SKindigo. They both use the same Previews folder that sits in the Indigo directory. This causes a bit of problem, since both use the same name for the texture "squaretile.jpg" but different images.... so I renamed the original Blendigo one to "Copy of squaretile.jpg"
I suggest a different name for the previews folder - like Cindigo Previews
XML files are Blendigo and the IGS ones are SKindigo. Read the text files, as there are some options for the SKindigo ones you can edit in to choose between studio lighting or HDR etc
SKindigo and Blendigo use some similar scenes. My suggestion, use em all and give credit
And then have a rollout to choose which one, like SKindigo and Blendigo
anyway the Blendigo ones I have modified already to optimal settings for fast but accurate previewing with MLT bidirectional and 100x100 size, I can get the glass and SSS mats with the slowest scene there to this level in 15mins on my P4 3.2ghz - see pics. I don't suggest 200x200 which will take 4 times longer. Although if you have a quad core that would be fine
Perhaps add a button to select between 100x100 or 200x200. The SKindigo ones are at 256x256 since I haven't edited them
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one more request reminder - exponent mapping please
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I had to split up the rar file - you need both parts to unpack
here are preview files for Blendigo and SKindigo. They both use the same Previews folder that sits in the Indigo directory. This causes a bit of problem, since both use the same name for the texture "squaretile.jpg" but different images.... so I renamed the original Blendigo one to "Copy of squaretile.jpg"
I suggest a different name for the previews folder - like Cindigo Previews
XML files are Blendigo and the IGS ones are SKindigo. Read the text files, as there are some options for the SKindigo ones you can edit in to choose between studio lighting or HDR etc
SKindigo and Blendigo use some similar scenes. My suggestion, use em all and give credit
And then have a rollout to choose which one, like SKindigo and Blendigo
anyway the Blendigo ones I have modified already to optimal settings for fast but accurate previewing with MLT bidirectional and 100x100 size, I can get the glass and SSS mats with the slowest scene there to this level in 15mins on my P4 3.2ghz - see pics. I don't suggest 200x200 which will take 4 times longer. Although if you have a quad core that would be fine
Perhaps add a button to select between 100x100 or 200x200. The SKindigo ones are at 256x256 since I haven't edited them
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one more request reminder - exponent mapping please
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I had to split up the rar file - you need both parts to unpack
- Attachments
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- previews.part02.rar
- (1.42 MiB) Downloaded 239 times
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- previews.part01.rar
- (2.86 MiB) Downloaded 225 times
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- im1188042448.JPG (14.93 KiB) Viewed 3538 times
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- im1188040741.JPG (13.15 KiB) Viewed 3538 times
Hey Fused, just a quick request:
I don't know if this is really possible, but ToolTips for each Parameters would be nice for Indigo/Cindigo N00bs...
I talk about these ToolTips displayed by default on the bottom of C4D...
But Maybe they are only availible for Tools not Parameters etc.
The Text for these could be Provided by some frindly Cindigo users, same as the translations...
greetz
I don't know if this is really possible, but ToolTips for each Parameters would be nice for Indigo/Cindigo N00bs...
I talk about these ToolTips displayed by default on the bottom of C4D...
But Maybe they are only availible for Tools not Parameters etc.
The Text for these could be Provided by some frindly Cindigo users, same as the translations...
greetz
polygonmanufaktur.de
can you please attach a scene with this problem?Labello wrote:i've got a problem with the exporter. i have got a huge file with MANY different objects. atm i'm preparing it step by step for export. so i connect all objects with the same material. so i made one null-object with all he unoptimized stuff and deactivated "visible in renderer" for the null-object AND all its children. but cindigo still wants o export several thousand objects...
im not sure but that should be possibleZomB wrote:I don't know if this is really possible, but ToolTips for each Parameters would be nice for Indigo/Cindigo N00bs...
instancing should work. use c4d instance objects.CoolColJ wrote:another request - Indigo instancing support
with the ability to apply different materials to each instance - which you can do in Indigo
but instancing with different materials is something you will probably never see in cindigo. you can hand edit the scenes.
about the preview stuff: sure to come, but its not top priority.
Blendigo has something like that with a suggestive range of typical values, helpful for the lesser known stuff like dermis HemoglobinZomB wrote:Hey Fused, just a quick request:
I don't know if this is really possible, but ToolTips for each Parameters would be nice for Indigo/Cindigo N00bs...
I talk about these ToolTips displayed by default on the bottom of C4D...
But Maybe they are only availible for Tools not Parameters etc.![]()
The Text for these could be Provided by some frindly Cindigo users, same as the translations...
greetz
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