SkIndigo 1.1.8 (works with Indigo 1.1.9)

Announcements, requests and support regarding SkIndigo - the Sketchup / Indigo exporter.
Comm512
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Post by Comm512 » Mon Aug 18, 2008 7:49 pm

Hi peeps,
Im having trouble getting displacement to work.
I drew a cube in sketchup and applied some texture to it. Enabled displacement in the skindigo mat editor and let it render. Indigo Always tries to get 9 (i guess 10) subdiv levels and it crashes due to lack of memory. it uses about 2 gb at that moment.
I thought to check the forums on displacement and found a disp test thread with settings and crojack's thread on the same matter. But no indication on where i can set the max subdiv and pixel stuff. Am i missing something or is it not working atm?

crojack
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Post by crojack » Tue Aug 19, 2008 4:46 am

Yep, same for me, gets to 9 and crashes. Maybe a long weekend and nobody is back checking out the threads yet.

Rafaello
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Post by Rafaello » Tue Aug 19, 2008 9:05 am

Hi, same here, is there any place where I can set the max subdivisions parameter for displacement?, looked in the rb file but didn't understand a bit.

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cpfresh
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Post by cpfresh » Tue Aug 19, 2008 9:12 am

just increase the "Minimum Micro-Poly Pixels" number, that should ease your memory crash pains. for example if i use the 4 MMPP i get around 2.5 million triangles, if i use 10 MMPP then i get about 89k triangles ...

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Whaat
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Post by Whaat » Tue Aug 19, 2008 9:13 am

thanks cpfresh. that's what I was going to suggest.

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cpfresh
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Post by cpfresh » Tue Aug 19, 2008 3:35 pm

np ^^ i read your other post!

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Pibuz
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Post by Pibuz » Fri Aug 29, 2008 1:38 am

Hi all guys! Sorry for the 2 weeks silence: it was really time for a holiday for me!
So, i come back and see this major release of skindigo! I told myself: wow, it's definitely to be tried!
I tried the new layer blending feature, first, but it seems i can't get it to work. I read that we have to set a BASE EMISSION parameter >0; ok.
But BASE EMISSION parameter doesn't appear nor in the RGB or Blackbody material panels.

I tried to set my emitter as a RGB emitter and to set it to be layer 1. The mat actually works as an emitter, but my it is embedded in the layer0 blend panel. No blending layer 1 is exported.

I then tried to set my emitter as a diffuse shader, changing the base emission value to 1. So, skindigo actually exports a layer1 for blending purposes, but its sliders don't control anything, given that the shader is a diffuse (and not an RGB emitter or a blackbody emitter).

I think this kind of stuff should be fixed before we can start making some layer blending/multilight trials.

Perhaps i didn't understand how to use emitters, it's possible! If so, can anyone make a tiny tutorial? PLEASE?

:D

CHEERS!
Last edited by Pibuz on Sun Sep 28, 2008 1:10 am, edited 1 time in total.

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kwistenbiebel
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Post by kwistenbiebel » Fri Aug 29, 2008 3:30 am

Same here. I have no clue how to set up emitters in the new system and couldn't get layers to work either.

crojack
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Post by crojack » Fri Aug 29, 2008 4:24 am

me three-

hopefully a new tut is coming soon, or at least an explanation of emissions and layer blending.

I thought (and I was wrong i think) that you could set different light sources to different layers, and than in the Indigo gui you could switch between the layers to find the lighting that you want.

but, I tried it and it didn't work :oops:

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cpfresh
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Post by cpfresh » Fri Aug 29, 2008 4:52 am

the layer system appears to be working fine for me? how to use it in a real render, i don't know, but i can do some test renders using the emission and layering system. i've attached a test I just ran to see what is what. maybe it can help someone? while its rendering you can adjust the layer power, enable/disable, etc.
Attachments
im1219941058.png
the render
im1219941058.png (310.4 KiB) Viewed 4877 times
default-igs.zip
default and settings igs files
(2.05 KiB) Downloaded 237 times

Camara
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Post by Camara » Fri Aug 29, 2008 5:19 am

Well, I don't known if this the right way of using but assign a layer to a diffuse material and set a value to the emission, then i click on the Skindigo color piker that gives me a material with that name which controls the color of the light. Pick again on the piker and render.

Lets see if the pictures explain better. This is a little quick test to illustrate. :roll:
Attachments
4.png
4.png (726.96 KiB) Viewed 4880 times
3.png
3.png (753.85 KiB) Viewed 4880 times
2.png
2.png (388.34 KiB) Viewed 4878 times
1.png
1.png (399.23 KiB) Viewed 4879 times

crojack
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Post by crojack » Fri Aug 29, 2008 6:32 am

so, those images are the same render? I still don't really understand the purpose of this.

If you want something to emit light, wouldn't you just make a light?

or maybe, probably, I'm missing the point altogether.

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Pibuz
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Post by Pibuz » Fri Aug 29, 2008 7:01 pm

crojack wrote:I thought (and I was wrong i think) that you could set different light sources to different layers, and than in the Indigo gui you could switch between the layers to find the lighting that you want.
I think multilight feature is REALLY about setting different light sources and controlling them in separate ways, crojack! It's only that we don't understand how to do this!
I think at the moment there is a little confusion about emitters, perhaps due to the major changes of the main engine core. Now i don't understand if to have a controlable emitter i have to set the SkIndigo mat as a LIGHT (RGB or BLACKBODY) or as a DIFFUSE WITH EMISSION, for example. And i don't know if it's possible to have an emitter which actually emits light but that could be not icluded into a specific blending layer.

Some more infos about this skindigo version could make many points clear :D
I'm not saying i want to read them tomorrow: only that i really should wait for them in order to understand better how the new version works!

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CTZn
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Post by CTZn » Sat Aug 30, 2008 1:34 am

If you want something to emit light, wouldn't you just make a light?

or maybe, probably, I'm missing the point altogether.
I don't think you can assign an ordinary meshlight to layers, I think meshlights (old style) are forced to layer 0.

And, light as a material was a long time request :)
obsolete asset

crojack
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Post by crojack » Sat Aug 30, 2008 5:10 am

I agree Pibuz, I'll just be waiting till there is a nice explanation.


I still have a hard time blending materials :roll:

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