base material phong? Why?

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tornello
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base material phong? Why?

Post by tornello » Tue Dec 16, 2014 2:43 am

hello I can't understand a thing.
Why does the the new skIndigo version has set by default phong for all materials.
I think that in a render diffuse material has more sense.
1) Now when I open old scenes everything reflects :shock:
2) Now when I download an object from Warehouse every components (and there are many components in an object) reflects :shock:

Nonsense :(

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Zom-B
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Re: base material phong? Why?

Post by Zom-B » Tue Dec 16, 2014 3:15 am

So you load stuff and don't tweak and adjust and optimize materials by yourself?
Sounds to me like you have an easy job... my clients would never accept such laziness :roll:
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tornello
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Re: base material phong? Why?

Post by tornello » Tue Dec 16, 2014 3:19 am

easy job?
Before it was very easy when i had to choose the materials that I wanted to be phong.
Now instead I have to select many and many phong materials and then I have to assign them diffuse.
So, was incorrect the past system?
Do you use more phong material?


Zom-B wrote:So you load stuff and don't tweak and adjust and optimize materials by yourself?
Sounds to me like you have an easy job... my clients would never accept such laziness :roll:

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Re: base material phong? Why?

Post by Zom-B » Tue Dec 16, 2014 3:25 am

tornello wrote:Do you use more phong material?
Exactly, because the most materials have some grade of reflectivity, and it is more realistic using phong there with some fresnel & exponent maps...
I usually only have 2-3 diffuse materials in my scenes and 30 are phong or something else...
tornello wrote:easy job?
Before it was very easy when i had to choose the materials that I wanted to be phong.
By easy job I'm referring that you don't care to push your materials to a higher grade of realism...

I'm very positive, that Glare will change this in the next exporter version, so don't get furious :)
If you want to have diffuse default material, why don't you use the exporter before that instead until its hopefully "fixed"in the next version(s)
http://www.indigorenderer.com/forum/vie ... 17&t=13333
Last edited by Zom-B on Tue Dec 16, 2014 3:32 am, edited 2 times in total.
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tornello
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Re: base material phong? Why?

Post by tornello » Tue Dec 16, 2014 3:28 am

i will make some experiments :roll:
Zom-B wrote:
tornello wrote:Do you use more phong material?
Exactly, because the most materials have some grade of reflectivity, and it is more realistic using phong there with some fresnel & exponent maps...
I usually only have 2-3 diffuse materials in my scenes and 30 are phong or something else...

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Re: base material phong? Why?

Post by Zom-B » Tue Dec 16, 2014 3:31 am

I just edited the post above, but like to underline this, so here the doublepost:
Zom-B wrote:I'm very positive, that Glare will change this in the next exporter version, so don't get furious :)
If you want to have diffuse default material, why don't you use the exporter before that instead until its hopefully "fixed"in the next version(s)
http://www.indigorenderer.com/forum/vie ... 17&t=13333
polygonmanufaktur.de

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tornello
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Re: base material phong? Why?

Post by tornello » Tue Dec 16, 2014 3:36 am

So do you think that i can use: "http://downloads.indigorenderer.com/dis ... 8.16.1.rbz"
without problems?
Zom-B wrote:I just edited the post above, but like to underline this, so here the doublepost:
Zom-B wrote:I'm very positive, that Glare will change this in the next exporter version, so don't get furious :)
If you want to have diffuse default material, why don't you use the exporter before that instead until its hopefully "fixed"in the next version(s)
http://www.indigorenderer.com/forum/vie ... 17&t=13333

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Re: base material phong? Why?

Post by Zom-B » Tue Dec 16, 2014 3:52 am

Absolutely, since the only other change from 3.8.16.1 to 3.8.18 was only:

Code: Select all

*Removed transmittance setting for Simple Thin material, using albedo color for it instead.
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tornello
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Re: base material phong? Why?

Post by tornello » Tue Dec 16, 2014 3:57 am

I installed it but default is still phong :(
Zom-B wrote:Absolutely, since the only other change from 3.8.16.1 to 3.8.18 was only:

Code: Select all

*Removed transmittance setting for Simple Thin material, using albedo color for it instead.

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Re: base material phong? Why?

Post by Zom-B » Tue Dec 16, 2014 4:02 am

Oh, my fault, it seems phong as a default material was already introduced in Skindigo 3.8.9.1 :(
http://www.indigorenderer.com/forum/vie ... 17&t=13223

The last version with diffuse should be 3.8.6.1 then:
http://www.indigorenderer.com/forum/vie ... 17&t=13122

But this maybe doesn't support SketchUp 2015 ...
Maybe you need to wait for an update then.
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tornello
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Re: base material phong? Why?

Post by tornello » Tue Dec 16, 2014 4:05 am

:D ok
Zom-B wrote:Oh, my fault, it seems phong as a default material was already introduced in Skindigo 3.8.9.1 :(
http://www.indigorenderer.com/forum/vie ... 17&t=13223

The last version with diffuse should be 3.8.6.1 then:
http://www.indigorenderer.com/forum/vie ... 17&t=13122

But this maybe doesn't support SketchUp 2015 ...
Maybe you need to wait for an update then.

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Oscar J
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Re: base material phong? Why?

Post by Oscar J » Tue Dec 16, 2014 4:59 am

Zom-B wrote:So you load stuff and don't tweak and adjust and optimize materials by yourself?
Sounds to me like you have an easy job... my clients would never accept such laziness :roll:
Yikes, why do you have to presume that the OP is lazy? That's a bit harsh, don't you think?

I for one have experienced that clients prefer a diffuse clay in the very early stages, because it makes it easy to check that the geometry and the proportions look right and that the light falls nicely into the room. Then you proceed with the materials and details, while frequently updating the client.

Using this workflow, phong as default is rather contra productive. Not to mention what a firefly fest it might cause for new Indigo users creating their first architecture scenes... very off-putting.

Does any other rendering engine have a phong material as default? Unlikely.

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tornello
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Re: base material phong? Why?

Post by tornello » Tue Dec 16, 2014 5:16 am

HI,
what is OP?
Oscar J wrote:
Zom-B wrote:So you load stuff and don't
tweak and adjust and optimize materials by yourself?
Sounds to me like you have an easy job... my clients would never accept such laziness :roll:
Yikes, why do you have to presume that the OP is lazy? That's a bit harsh, don't you think?

I for one have experienced that clients prefer a diffuse clay in the very early stages, because it makes it easy to check that the geometry and the proportions look right and that the light falls nicely into the room. Then you proceed with the materials and details, while frequently updating the client.

Using this workflow, phong as default is rather contra productive. Not to mention what a firefly fest it might cause for new Indigo users creating their first architecture scenes... very off-putting.

Does any other rendering engine have a phong material as default? Unlikely.

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Oscar J
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Re: base material phong? Why?

Post by Oscar J » Tue Dec 16, 2014 5:37 am

Original poster. :)

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tornello
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Re: base material phong? Why?

Post by tornello » Tue Dec 16, 2014 5:45 am

thanks.
Now that I translate another time his answer from english to italian, I think that probably it was not so a courteous response.
Oscar J wrote:Original poster. :)

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