SkIndigo 0.9 Tutorial Set Here!
You certainly missed Indigo download, quite a comic situation if I may
Have a look in the Indigo News & Announcements forum, you will find the latest release here (first post, as always).
Cheers
Edit: I'm jealous of the perfect camera matching you have between Sketchup and Indigo
Have a look in the Indigo News & Announcements forum, you will find the latest release here (first post, as always).
Cheers
Edit: I'm jealous of the perfect camera matching you have between Sketchup and Indigo
obsolete asset
basic installation
Just downloaded indigo for su6 where do I put the files and do i need to extract? could do with a bit of basic help old guy
Finally I was able, (after about 12 tries) to use correctly UV mapping in SkIndigo. But I just followed instructions and, I don't understand completely some things about assigning UV sets in skindigo material editor (I am still using Indigo and SkIndigo v0.9.1). Please if you think you can help me answer this questions. Hope it don't bother anyone
1. Why you should you assign UV sets and how does it affect the render?
2. Why you have to assign bump channel 0 to 'Dirt', 'Green Paint' and 'Spray Paint' i you have bump map applied to the BLEND materials?
3. Why you have to apply albedo map to brick material in index 0 (I don't understand nothing of it)?
1. Why you should you assign UV sets and how does it affect the render?
2. Why you have to assign bump channel 0 to 'Dirt', 'Green Paint' and 'Spray Paint' i you have bump map applied to the BLEND materials?
3. Why you have to apply albedo map to brick material in index 0 (I don't understand nothing of it)?
????????????????????????
Well, assuming that I got what you meant:
1. If you don't assign a UVmap to your mesh, Indigo has NO idea, how it's supposed to use the map. This will either lead to an error or to strange heavily distorted results
2. You can't apply a bumpmap to Blend mats. There only is an alphamap slot... Which defines, how much of which material is supposed to look through.
3. I guess, that's too Skindigo related... Or I entirely don't get the meaning of this sentence...
Well, assuming that I got what you meant:
1. If you don't assign a UVmap to your mesh, Indigo has NO idea, how it's supposed to use the map. This will either lead to an error or to strange heavily distorted results
2. You can't apply a bumpmap to Blend mats. There only is an alphamap slot... Which defines, how much of which material is supposed to look through.
3. I guess, that's too Skindigo related... Or I entirely don't get the meaning of this sentence...
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