SkIndigo 0.9test1 (test3)

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Whaat
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SkIndigo 0.9test1 (test3)

Post by Whaat » Thu Jul 19, 2007 2:32 am

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.)
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ribo
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Post by ribo » Thu Jul 19, 2007 4:55 am

Thanks Whaat

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afecelis
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Post by afecelis » Thu Jul 19, 2007 12:37 pm

very nice! Thanks Whaat! :D
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

Cyberdactyl
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Post by Cyberdactyl » Fri Jul 20, 2007 11:08 am

Once again you've proved to be tenacious and prolific producing awesome work. . .thank you!

crc
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Post by crc » Fri Jul 20, 2007 12:08 pm

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!

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Whaat
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Post by Whaat » Fri Jul 20, 2007 1:39 pm

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.
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'.
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.
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.

Cheers,

Whaat

crc
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Post by crc » Sat Jul 21, 2007 3:29 am

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
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.

and thanks for the info on the emitter!

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kwistenbiebel
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Post by kwistenbiebel » Sat Jul 21, 2007 9:16 pm

Hi Whaat,

Thanks for the update version. It crashes often (Indigo, not Skindigo), but I think it's because of the hugh model I am working on.

By the way,
That draft for that mini SKP tutorial is great :)

Cheers,
Kwistenbiebel

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