im not sure if i can get that to work... maybeCoolColJ wrote:If no material helper is assigned it uses the same material as the referenced object
Cindigo 0.9 - beta 2
hmmm... i already know how instances with different materials work. you have to override the old material definition before the instance that should get this material.
mark just wrote some quick notes to explain abc.fused wrote:i dont know anything about bum/exponent map's abc values. it would be nice if someone would post some good defaults (maybe with a little explanation?)
defaults should be for exponent maps a=0, b=same as the exponent of the phong material , c=0
for bump a=0, b=0.001, c=0
b is the basic linear usage and a + c are for advanced use.
Generally for the stuff a + c do, you used Photoshop etc. before to alter your exponent/bump map...
polygonmanufaktur.de
Hey fused...fused wrote:that means for exponent maps i should not let the user choose the b value?
what happens if b > exponent or b < exponent?
If an exponent map is used, the exponent value of the phong material gets ignored. let the user choose all three values.... b is the mostly used, because it reads your map linear.... a pixel with 50% white gets an exponent of 50% of the b value. so using a default of 1000 for b is maybe not enough because only pure white pixels get this 1000 exponent.
polygonmanufaktur.de
pure blacks in exponent maps could lead to strange results (I've heard), so, there, the c-value could work just fine 
the formula is simple:
x = colour (/ brightness) -value of the original image
y = colour as used in Indigo
ax²+bx+c = y
if you use 0x²+1x+0 = y, you get the image as-is
1x²+0x+0 = y means, your contrast is squared - very dark values get a lot darker, while very bright ones get even brighter
0x²+0x+1 would mean, the *entire* image is uniformly coloured... I'm not sure, *which* colour it has, then. diffuse white, as the normalized RGB values? "1 1 1" grey, in the 0-255 colour range? I've no particular idea.
what I'm sure of, is, that you can't have both a and b 0 at the same time, except you want uniform colours, as both define contrast.
(What I *don't* know, is, in which range the a b and c values are defined... 0-1? 0-255? any extremely different version? - ok, usually, it's 0-1, in Indigo, so, I guess, it's the same thing, here
)
the formula is simple:
x = colour (/ brightness) -value of the original image
y = colour as used in Indigo
ax²+bx+c = y
if you use 0x²+1x+0 = y, you get the image as-is
1x²+0x+0 = y means, your contrast is squared - very dark values get a lot darker, while very bright ones get even brighter
0x²+0x+1 would mean, the *entire* image is uniformly coloured... I'm not sure, *which* colour it has, then. diffuse white, as the normalized RGB values? "1 1 1" grey, in the 0-255 colour range? I've no particular idea.
what I'm sure of, is, that you can't have both a and b 0 at the same time, except you want uniform colours, as both define contrast.
(What I *don't* know, is, in which range the a b and c values are defined... 0-1? 0-255? any extremely different version? - ok, usually, it's 0-1, in Indigo, so, I guess, it's the same thing, here
thank you for the detailed answer, kram!!! 
i wont be around the next week, but i did make some progress that i dont want to hide from you!
im sure there are lots of bugs. might be very instable. cant help it. im a coding noob
.obj export is very slow for large meshs and very unoptimized (81 secs for a 500.000 polygon(tris) mesh on my p4 3.0Ghz).
-----------------------------------------------------------------------------
CINDIGO 0.9 - BETA 3 preview
download exporter:
PC Version
(or below)
The file contains PC versions for R10 and R9. (R10 users will have to rename the "cindigo0.9.3.cdl_R10" to "cindigo0.9.3.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 3 preview:
* lots of small improvements (most of them concerning materials, materials in hierarchy, and lots of little things i forgot about, should start keeping a detailed changelog...)
* new .obj export that supports selections and phong breaks (still only UVW mapping)
* export and run (damn useful)
* a,b,c controls for bump maps and exponent maps
fixed-list 0.9 - beta 3 preview:
* crash on instances of lights
* instace scale
* rotation bug and other mesh stuff, normals (finally all bugs, concerning that issue, killed)
known bugs/issues 0.9 - beta 3 preview:
* only UVW-mapping supported
features to come in 0.9 - beta 3(or later): (for preventing double and tripple requests)
* .igm import
* better .obj export (still needs optimization)
* copy textures
* material previews
* some changes for blendmats
- tell me if i forgot sth!
let me know if sth is not working

extraextra: a little baking tutorial
i wont be around the next week, but i did make some progress that i dont want to hide from you!
im sure there are lots of bugs. might be very instable. cant help it. im a coding noob
.obj export is very slow for large meshs and very unoptimized (81 secs for a 500.000 polygon(tris) mesh on my p4 3.0Ghz).
-----------------------------------------------------------------------------
CINDIGO 0.9 - BETA 3 preview
download exporter:
PC Version
(or below)
The file contains PC versions for R10 and R9. (R10 users will have to rename the "cindigo0.9.3.cdl_R10" to "cindigo0.9.3.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 3 preview:
* lots of small improvements (most of them concerning materials, materials in hierarchy, and lots of little things i forgot about, should start keeping a detailed changelog...)
* new .obj export that supports selections and phong breaks (still only UVW mapping)
* export and run (damn useful)
* a,b,c controls for bump maps and exponent maps
fixed-list 0.9 - beta 3 preview:
* crash on instances of lights
* instace scale
* rotation bug and other mesh stuff, normals (finally all bugs, concerning that issue, killed)
known bugs/issues 0.9 - beta 3 preview:
* only UVW-mapping supported
features to come in 0.9 - beta 3(or later): (for preventing double and tripple requests)
* .igm import
* better .obj export (still needs optimization)
* copy textures
* material previews
* some changes for blendmats
- tell me if i forgot sth!
let me know if sth is not working
extraextra: a little baking tutorial
- Attachments
-
- Cindigo0.9b3.zip
- Cindigo 0.9b3 preview
- (551.34 KiB) Downloaded 3205 times
Thanks fused for your hard work
One only question: instead of writing your own export routine why don't you use integrated exportation? Cinema has already a function to export object as .obj and convert on the fly parametric objects (Nurbs, Sweep, Loft, Primitives, Array, Boolean...). Furthermore it exports UVMap correctly with the right projection. I don't know if this is possible but I remember BlackLizard plug-in... it exported objects perfectly.
Please let me know if I have told something wrong.
Ciao
One only question: instead of writing your own export routine why don't you use integrated exportation? Cinema has already a function to export object as .obj and convert on the fly parametric objects (Nurbs, Sweep, Loft, Primitives, Array, Boolean...). Furthermore it exports UVMap correctly with the right projection. I don't know if this is possible but I remember BlackLizard plug-in... it exported objects perfectly.
Please let me know if I have told something wrong.
Ciao
Probably I'm wrong, but i have done a test and it works.fused wrote:c4d .obj export doesnt export normals
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.
Who is online
Users browsing this forum: No registered users and 18 guests



