Anyone else gonna stick with indigo 1.x..x?

General questions about Indigo, the scene format, rendering etc...
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neo0.
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Anyone else gonna stick with indigo 1.x..x?

Post by neo0. » Fri Jul 10, 2009 7:09 pm

Unfortunately, as an owner of a huge monitor, 1000x700 just doesn't get me very far. I've got a 19 inch that does 1680x1050.. Personally, I think it would be nice if the difference lay in something else like how many CPU cores you could use or some advanced rendering feature.. But that's just me.

It's funny.. With my old monitor, 1000x700 would have given me most of my screen real estate, but on my current monitor, it's pretty small..

Another thing that factors in is that im not exactly rich or anything.. Im a poor college student who works at a gamestore. :) This would also explain why I use Silo instead of I don't know.. Maya or something. Those programs are ridiculously expensive and I cant even begin to imagine how people can shell out for them.. :shock:

This was a hard decision to make for me though, since 2.x.x's interface looks great and most of the upcomming features will probably require 2.x.x. :(

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SaphireS
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Re: Anyone else gonna stick with indigo 1.x..x?

Post by SaphireS » Fri Jul 10, 2009 9:10 pm

There's an Indigo student licence coming afaik.
The money spend on silo was actually a waste, I heard rumors it's dead. Better stick with Blender + Wings if you need NGons.
As a side note, the price of a 19" screen is not far away from the lifetime licence offer...
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Re: Anyone else gonna stick with indigo 1.x..x?

Post by cpfresh » Sat Jul 11, 2009 4:01 am

SaphireS wrote:As a side note, the price of a 19" screen is not far away from the lifetime licence offer...
wow you must get a great exchange rate! i could buy 4 19" monitors for the current price of indigo. :(

indigo is a for sure buy for me, just need to deal with the limits until i can save up enough.

neo0.
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Re: Anyone else gonna stick with indigo 1.x..x?

Post by neo0. » Sat Jul 11, 2009 4:30 pm

Compared to many CGI programs, indigo is very cheap, don't get me wrong, but silo was $100 and that was pushing it for my budget. Also, many CGI programs are more...i don't know.. fully featured. Maxwell comes with it's own material editor and other tools, for example.

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WytRaven
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Re: Anyone else gonna stick with indigo 1.x..x?

Post by WytRaven » Sat Jul 11, 2009 4:53 pm

neo0. wrote:Compared to many CGI programs, indigo is very cheap, don't get me wrong, but silo was $100 and that was pushing it for my budget. Also, many CGI programs are more...i don't know.. fully featured. Maxwell comes with it's own material editor and other tools, for example.
...and Indigo 2 is a BETA product. It is not complete. The current pricing is an early adopter BONUS. We scratch Glare's back they scratch ours...
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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Godzilla
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Re: Anyone else gonna stick with indigo 1.x..x?

Post by Godzilla » Sat Jul 11, 2009 4:54 pm

Maxwell has it's own 3d view port.

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WytRaven
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Re: Anyone else gonna stick with indigo 1.x..x?

Post by WytRaven » Sat Jul 11, 2009 4:59 pm

Godzilla wrote:Maxwell has it's own 3d view port.
..and I would hope that Indigo does to some day. So that we can tweak camera settings in Indigo itself. Think about it, a view port for manipulating camera would allow visulisation of things like near and far focus etc making DoF much easier to get right first time. Not something that is easy to do in exporters as each 3D modeler has different features. Once in Indigo the play field is leveled.
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

neo0.
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Re: Anyone else gonna stick with indigo 1.x..x?

Post by neo0. » Sat Jul 11, 2009 8:04 pm

Agreed. A render preview would be great. It would help us to catch common mistakes like bad normals on liquids, uv mistakes, inverted faces, etc without wasting massive amounts of time in trial and error. Indigo should become your companion from beginning to end. :)

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WytRaven
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Re: Anyone else gonna stick with indigo 1.x..x?

Post by WytRaven » Sat Jul 11, 2009 10:19 pm

I'm not sure what you thought I was suggesting ne0 but the things you are referring too are definitely modeler-side problems that should be fixed there...not in Indigo.
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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Re: Anyone else gonna stick with indigo 1.x..x?

Post by PureSpider » Sat Jul 11, 2009 11:01 pm

neo0. wrote:...bad normals on liquids, uv mistakes, inverted faces, etc...
What's trial and error about THAT?
I don't know about other programs but C4D displays normals as white lines and the faces' orientation as orange or blue colored... What can one do wrong about that? o.O

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Re: Anyone else gonna stick with indigo 1.x..x?

Post by Borgleader » Sun Jul 12, 2009 6:17 am

PureSpider wrote:
neo0. wrote:...bad normals on liquids, uv mistakes, inverted faces, etc...
What's trial and error about THAT?
I don't know about other programs but C4D displays normals as white lines and the faces' orientation as orange or blue colored... What can one do wrong about that? o.O
Blender does too, well you can turn on normal drawing which shows the normals, if you go into shaded view and your normals arent right you'll see it right away, uv mistakes again textured view should help loads...

To be honest, these are all problems on the modeler's part nothing indigo can do something about...
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Pixelgeezer
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Re: Anyone else gonna stick with indigo 1.x..x?

Post by Pixelgeezer » Thu Jul 16, 2009 12:35 am

In answer to the original question, I'm also going to stick with 1.x.x, at least possibly until a student licence comes out with a price I can afford. I know the asking price is relatively cheap compared to some big-name commercial renderers, but it's still way out of my range.

-James

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Re: Anyone else gonna stick with indigo 1.x..x?

Post by pixie » Thu Jul 16, 2009 1:16 am

I'm also sticking with 1.1.18 as well as any other version of Indigo :D

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