Here it is again.
Supports exit portals and textured emitters....
Also added material previews. See 'readme.txt' for installation.
Whaat
NOTE: This version can also be used with Indigo 0.9 test3. If you have previously installed Indigo 0.9test1 or test 2, just delete your Indigo 0.9 directory so that SkIndigo will prompt for the new Indigo path. (Make sure you copy the 'previews' folder to the new Indigo folder.)
SkIndigo 0.9test1 (test3)
SkIndigo 0.9test1 (test3)
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Last edited by Whaat on Wed Jul 25, 2007 8:34 am, edited 2 times in total.
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Cyberdactyl
- Posts: 26
- Joined: Sat Jun 23, 2007 2:48 am
Thanks Whaat! a couple things though,
to create a mesh emitter, i am just assigning the graphic an RGB value, is this correct? seems to be working, sort of.
Also, I noticed that transparent materials still default to specular. Where I run into this is I have to remember to assign a material as diffuse if I have given a normally opaque material some transparency to creat a diffuse transmitter. just a little step to remember but thought you might want to know.
Thanks again!!! and watch out for my glowing tv's!
to create a mesh emitter, i am just assigning the graphic an RGB value, is this correct? seems to be working, sort of.
Also, I noticed that transparent materials still default to specular. Where I run into this is I have to remember to assign a material as diffuse if I have given a normally opaque material some transparency to creat a diffuse transmitter. just a little step to remember but thought you might want to know.
Thanks again!!! and watch out for my glowing tv's!
All you have to do is set the material to RGB Light or Blackbody Light to make it an emitter. If the material has a texture, you now have a textured emitter. Try darkening the texture with the HSB settings in SketchUp if your emitter is too saturated or too bright. You also might want to adjust the tonemapping settings using 'Violet'.crc wrote:to create a mesh emitter, i am just assigning the graphic an RGB value, is this correct? seems to be working, sort of.
This is intentional. I think most times, when a user enables transparency, they expect to get a 'glass-like' material, not a Diffuse Transmitter material. Just remember to set the type to Diffuse before or after enabling transparency to get a Diffuse Transmitter.Also, I noticed that transparent materials still default to specular. Where I run into this is I have to remember to assign a material as diffuse if I have given a normally opaque material some transparency to creat a diffuse transmitter. just a little step to remember but thought you might want to know.
Cheers,
Whaat
It's no problem, just wasn't sure if it was left over from as earlier release or you left it that way on purpose.Whaat wrote:
nk most times, when a user enables transparency, they expect to get a 'glass-like' material, not a Diffuse Transmitter material. Just remember to set the type to Diffuse before or after enabling transparency to get a Diffuse Transmitter.
Cheers,
Whaat
and thanks for the info on the emitter!
- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
