MtI 3.2.12
Posted: Wed Apr 25, 2012 9:36 am
MtI 3.2.12.1
This recommended update is opening a new round for MtI.
To use MtI you must first install Indigo. I personally want to encourage you to install the latest Indigo beta, unless specified otherwise.
I want to apologize for the lack of documentation wich I believe should not prevent you to be started using MtI. See the short readme.txt included.
3.2.12.1
+ fixed: texture repeat applied twice
+ fixed: camera is jumping while editing the rendering scene in Indigo
+ disabled: project type in Renderer Path window (temp)
3.2.12.0:
+ fixed transformations of geometry groups. All previous restrictions are released.
+ particles (instancer) velocity aim
+ instant conversion of unsupported materials
+ autofocus is now default
+ fixed nkData path with indigoShader
+ cleaned scripts (auto)
+ fixed flocks of small bugs
This recommended update is opening a new round for MtI.
To use MtI you must first install Indigo. I personally want to encourage you to install the latest Indigo beta, unless specified otherwise.
I want to apologize for the lack of documentation wich I believe should not prevent you to be started using MtI. See the short readme.txt included.
3.2.12.1
+ fixed: texture repeat applied twice
- Reminder: the baking resolution is the one of the non repeated texture
+ fixed: camera is jumping while editing the rendering scene in Indigo
- Yes, this was an exporter issue in camera definition
+ disabled: project type in Renderer Path window (temp)
3.2.12.0:
+ fixed transformations of geometry groups. All previous restrictions are released.
- instanced groups are also showing correctly in Indigo (as unique objects currently)
- By default nurbs spheres are uniquely identified as primitives by a parameter that the user can turn off. If turned off there is the new option, like for any non primitive nurbs, to display the tesselation (triangulation) issued from the nurbs. If that last option is turned on then subdivisions attributes become available to the nurbs and will be transmitted to the converted mesh as defined by the corresponding nurbsTessellate node. The mesh will prevail in the scene while the original nurbs will be hidden. Meshes resulting from conversion are grouped under the parent of the nurbs surface.
Be warned that NOT using the tesselation for conversion will potentially result in pretty dense meshes with an adaptative surface (uneven triangles density).
+ particles (instancer) velocity aim
+ instant conversion of unsupported materials
+ autofocus is now default
+ fixed nkData path with indigoShader
+ cleaned scripts (auto)
+ fixed flocks of small bugs