This is my first attempt at Indigo, and I choose to port a blender scene. I originally made this one in Imagine 2.0, then moved it to blender. I learned a lot in the process, so I tought it could be a nice idea to do the same with Indigo.
At the moment I have done only a "quick" test manually adjusting some parameters, and I'd like some help about getting it right.
The original blender file I exported is: http://www.deviantart.com/deviation/39772216/
The first Indigo try is: http://www.deviantart.com/deviation/39772406/
As you can notice, there are several differences, among them:
All the textures were procedural, so none were exported. I have to get somenice textures for the marble-like floor and the stone bump-mapping
I used both a spot lamp and an hemi to illuminate the focus of the image and get nice shadows of the blocks on the floor. How can I re-create them? This is the main difference in how the two picture looks...
The blue smoke is a blue colored transparent cylinder with a linear and a clouds textures stacked on it on the alpha channel. As alpha textures are unsupported, I can't create the effect. It has also a low emit value, and when exported the cylinder become a meshligt totally black. I had to revert it to standard mesh and give it total transparence (I could directly remove it, but I want to keep it for when it will be possible to map alpha in a future release)
The green torus was a primitive and I forgot to make it a mesh. No worries here because it worked like the blue smoke (and so it would have not worked right anyway)
Looks like Indigo does not have the "Fog" that I used to get rid of the horizon.
The exported pentacle material was on pourpose substituted with a native CR.nk (hey, why get a headhache trying to simulate a meterial when it is readily available?

And now the plead.... any suggestion?
Thanks in advance!
P.S.
I plan to manually tune the .xml, not altering the .blend file and re-export.