export for houdini
Another couple of questions:
1) the .obj support Indigo has.. I assume that the geometry within those most be triangles too, correct?
2) the renderer termination time that you supply on the commandline - is there a way to rather have that time supplied in the .IGS? and an output image name? if I want to render a moving sequence from indigo, i'll need to supply these and it's most convenient to do so within the .igs itself.
Thanks,
Jason
1) the .obj support Indigo has.. I assume that the geometry within those most be triangles too, correct?
2) the renderer termination time that you supply on the commandline - is there a way to rather have that time supplied in the .IGS? and an output image name? if I want to render a moving sequence from indigo, i'll need to supply these and it's most convenient to do so within the .igs itself.
Thanks,
Jason
Can it? Could you point out to me the renderer_settings for this? I'm looking in the Indigo Manual.pdf and I don't see any settings which would allow me to set this inside the IGS. I suspected other exporters invoked indigo_console with these as arguments.Kram1032 wrote:2) well, yes... Every exporter does it... Or should do it.
Indigo on Linux:
I'm now at work quickly trying to run Indigo1.0.8 under wine on SUSE9.3, and unfortunately it complains about "trying to load the C runtime library incorrectly". Anyone have any advice on that?
Sorry- another thing:
It seems as if 1.0.7 will search for the inifile relative to its executable fine, except if you're relying on Indigo.exe being in the search path $PATH.
ie, This works:
%> C:/Users/jiversen/indigo1.0.7/Indigo.exe scene.igs
But this doesn't:
%> set PATH = %path%;C:/Users/jiversen/indigo1.0.7/Indigo.exe scene.igs
%> Indigo.exe scene.igs
..in the second case it fails not being able to locate its inifile.
(I might have the set syntax wrong there, I set it correctly in the Windows Control Panel GUI)
It seems as if 1.0.7 will search for the inifile relative to its executable fine, except if you're relying on Indigo.exe being in the search path $PATH.
ie, This works:
%> C:/Users/jiversen/indigo1.0.7/Indigo.exe scene.igs
But this doesn't:
%> set PATH = %path%;C:/Users/jiversen/indigo1.0.7/Indigo.exe scene.igs
%> Indigo.exe scene.igs
..in the second case it fails not being able to locate its inifile.
(I might have the set syntax wrong there, I set it correctly in the Windows Control Panel GUI)
So I've completed a first cut of the pipeline and it's available for download from http://www.sidefx.com/exchange/info.php ... sionid=482
- and you can read more here: http://forums.odforce.net/index.php?showtopic=6405
There are a couple of outstanding things but I think it works, mostly!
Enjoy,
Jason[/url]
- and you can read more here: http://forums.odforce.net/index.php?showtopic=6405
There are a couple of outstanding things but I think it works, mostly!
Enjoy,
Jason[/url]
No, other polygons are supported in .obj files.jiversen wrote:Another couple of questions:
1) the .obj support Indigo has.. I assume that the geometry within those most be triangles too, correct?
2) the renderer termination time that you supply on the commandline - is there a way to rather have that time supplied in the .IGS? and an output image name? if I want to render a moving sequence from indigo, i'll need to supply these and it's most convenient to do so within the .igs itself.
Thanks,
Jason
Have a look at the updated manual here:
http://www.indigorenderer.com/joomla/fo ... php?t=3810
The setting you are after is 'halt_time'.
You can't specify the output filename in the scene file though.
Cool, thanks for your effort.jiversen wrote:So I've completed a first cut of the pipeline and it's available for download from http://www.sidefx.com/exchange/info.php ... sionid=482
- and you can read more here: http://forums.odforce.net/index.php?showtopic=6405
There are a couple of outstanding things but I think it works, mostly!
Enjoy,
Jason[/url]
I'm looking forwards to some renders!
Updated to v0.2, which now supports most of the Indigo 1.0.9 specification.
http://forums.odforce.net/index.php?sho ... st&p=45393
http://www.sidefx.com/index.php?option= ... r&Itemid=8
http://forums.odforce.net/index.php?sho ... st&p=45393
http://www.sidefx.com/index.php?option= ... r&Itemid=8
Updated to v0.3, which now supports a few more entities.
Changes: http://forums.odforce.net/index.php?sho ... st&p=45666
Download: http://www.sidefx.com/index.php?option= ... r&Itemid=8
Changes: http://forums.odforce.net/index.php?sho ... st&p=45666
Download: http://www.sidefx.com/index.php?option= ... r&Itemid=8
Updated to v0.4: Indigo v0.4 on the Exchange
Changes and Forum: http://forums.odforce.net/index.php?showtopic=6405
Changes and Forum: http://forums.odforce.net/index.php?showtopic=6405
Still no partitioning yet, unfortunately.. but enjoy anyway.changelog wrote:0.4 - 15 April 2008,
- Added check for bad shader assignments- or regular Houdini shaders being assigned. These will show up RED in renders.
- Modified run_indigo.py to accept -o arg for output filename. Now "ip" renders to default Indigo destination.
- Added Exit Portal support by way of a property "i_exit_portal" (Thank you Kubabuk on odforce.net!)
- Added IES support to MeshLights (untested)
- Misc parm fixes (Thanks vmuriel on odforce.net!)
- Added Crop Window support. Please note that it works well only with Linear Tonemapping.
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
Jiversen, thanks for your great exporter. It really opens lots of possibilities for Houdini and seems very interesting to be tried out.
I got a quick question, does it work on the apprentice/HD edition?
And, is there a quick tutorial on how to get started? A quick howto on creating a basic scene, adding indigo materials, creating a camera, adding the indigo light and setting up the render i think it would come in pretty handy.
Regards,
Alvaro
I got a quick question, does it work on the apprentice/HD edition?
And, is there a quick tutorial on how to get started? A quick howto on creating a basic scene, adding indigo materials, creating a camera, adding the indigo light and setting up the render i think it would come in pretty handy.
Regards,
Alvaro
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
I'm not sure, but I don't think it works with Apprentice - otherwise it would be simple to circumvent the limitations built in to the free edition - and then who'd need to ever buy the commercial edition? You would need one of the commercial licenses - probably Escape and up will all work fine.
As for tutorials, I might be able to throw together simple scenes which demo the various entities much easier than a tutorial. I'll look at the next time I make additions to it. On odforce there are a couple of guys playing with it and they might have scenes to share too.
Take care,
Jason
As for tutorials, I might be able to throw together simple scenes which demo the various entities much easier than a tutorial. I'll look at the next time I make additions to it. On odforce there are a couple of guys playing with it and they might have scenes to share too.
Take care,
Jason
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
Thanks a lot for your prompt answer Jiversen
I though it would be that way. I just bough the HD version and I'm having a blast with it but it's a pitty not being able to use Indigo with this version, though I perfectly understand the point you mention about the apprentice edition's limitations. Well, let's see if I'm able to gather the money for Escape someday, heheheheh
You're doing a helluva job, I was reading the development log of the plugin and it's pretty interesting.
thanks a lot for your contributions,
regards,
Alvaro
I though it would be that way. I just bough the HD version and I'm having a blast with it but it's a pitty not being able to use Indigo with this version, though I perfectly understand the point you mention about the apprentice edition's limitations. Well, let's see if I'm able to gather the money for Escape someday, heheheheh
You're doing a helluva job, I was reading the development log of the plugin and it's pretty interesting.
thanks a lot for your contributions,
regards,
Alvaro
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
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