http://indigomaterials.uk.to/ LAUNCH :)

General questions about Indigo, the scene format, rendering etc...
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dougal2
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http://indigomaterials.uk.to/ LAUNCH :)

Post by dougal2 » Sat Jan 05, 2008 10:44 am

Hi Guys and Gals,

It's taken a while (well, 2 weeks), but here's the result of my holiday boredom-killer:

The Indigo Materials and Textures Database
http://indigomaterials.uk.to/


My primary goal in building this site was for IGM and PIGM upload and download. I hope your exporters support these formats ;)
(or at least, IGM for now)

I know there's a couple of issues remaining, but it should be useable for now. If you use Opera, I'd strongly advise you not to for this site ;)

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xrok1
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Post by xrok1 » Sat Jan 05, 2008 11:21 am

I like it, can't wait for it to be populated.
C'mon guys lets get some arch-vis stuff like wall paint for example; gloss, semi-gloss, flat; different types of flooring would be great. the basic stuff is the stuff that the most inexperienced people need, not 120 types of shot glass... no offense that's great but people like me that do arch-vis have found indigo and love it because we're not render specialists and don't wanna be. I don't think I'm alone is the fact that i can't look at something and tell if it should phong, diffuse, specular... and if i don't need to know i don't want to know. mastering modelling is time consuming enough.

so please someone out there that's proficient at this stuff I (we) will be forever in your debt. :P

I am going to the site now to post some stuff i'm using in my renders that looks pretty descent for arch-vis, i hope it will inspire others to add stuff under the same catagory.

Thank you dougal2 :lol:

P.S are PIGM already implimented/supported in 1.0.4?

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Post by dougal2 » Sat Jan 05, 2008 11:23 am

Wel, the Schott stuff was more for testing some of the scripts' robustness and for me testing the interface to edit stuff.

The IGM importer handled 103 materials + 103 mediums from the SchottLibrary.igm, and later I added every thumbnail one by one :?

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Post by pxl666 » Sat Jan 05, 2008 11:30 am

looks sweet - so is it possible to add material with texture file?

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dougal2
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Post by dougal2 » Sat Jan 05, 2008 11:32 am

You can add a material with textures in one go if you have a PIGM.

Otherwise, you can upload the texture(s) first and then the material.

Adding a material can either be done from an IGM, or by manually entering the data under the "Create a Material" section.

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xrok1
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Post by xrok1 » Sat Jan 05, 2008 12:07 pm

how can we create PIGM's? sounds easier than seperate textures.

BTW, i wasn't insulting the shotglass thing, just trying to make a point that i hope your site dosn't get too cluttered.

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Post by dougal2 » Sat Jan 05, 2008 12:12 pm

Creating PIGMs by hand is tricky... the next step in this direction is for exporters/indigo to generate them. (hopefully in the next release)

However, here's how to do it
1. create a new folder, let's call it c:\pigm\
2. save your material IGM in there*
3. create a subfolder, lets call it c:\pigm\textures\
4. save the textures referenced in the IGM to c:\pigm\textures\
5. edit the IGM to use RELATIVE PATHS to the images in c:\pigm\textures
6. zip the contents of c:\pigm\ into a .zip file
7. rename the .zip file the same as the IGM file, but with .pigm as an extension.



* the IGM specification is given in Ono's topic in this forum, but briefly it is

Code: Select all

<?xml version="1.0" ?>
<scenedata>
 <material>
  ...the material code goes here...
 </material>
</scenedata>

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xrok1
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Post by xrok1 » Sat Jan 05, 2008 12:22 pm

? do you have to have only 1 material in the folder at a time then delete it and repeat for next one

?how do you use the pigm. do you need to rename it with zip to extract?


?can you put more than 1 .igm in igm folder and more than 1 texture in igm\texture folder. I imagine the parent(igm) folder can be renamed but the texture subfolder needs to remain inside the parent.

P.S maybe you could add a short walkthrough of this process in the UPLOAD\PIGM section on your site.

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dougal2
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Post by dougal2 » Sat Jan 05, 2008 12:27 pm

The IGM and PIGM specs are laid out here:
http://www.indigorenderer.com/joomla/fo ... php?t=3301

PIGMs will have to be renamed and extracted manually for now. PIGM support in indigo is coming in the next release (i hope).

This is the reason I added a .zip download option to the site, it's the same file as .pigm but easier to open.

The site will accept more than one IGM per PIGM file when uploading, however this is outside of the specification. Don't expect this to work when trying to use PIGMs for render in the future.

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Post by psor » Sat Jan 05, 2008 12:36 pm

"The site will accept more than one IGM per PIGM file when uploading,
however this is outside of the specification. Don't expect this to work when
trying to use PIGMs for render in the future."


... then from my POV the specs have to be changed later. Because it would be
much more then useful to have the option to save different .igms in a .pigm
that share the same textures but with different parameters as blending and
such. This would save a lot of diskspace and would be a fantastic addition.

Then you could load the .pigm and choose e.g. by name a material.

Would be cool, don't ya think? :twisted: :wink:

edit:

for example:

Code: Select all

	<material>
		<pigm path=.\xyz.pigm>
		<name>bla</name>
		<name>blub</name>
		<name>...</name>
		<name>... </...
	</material>




take care
psor
Last edited by psor on Sat Jan 05, 2008 12:42 pm, edited 1 time in total.
"The sleeper must awaken"

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dougal2
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Post by dougal2 » Sat Jan 05, 2008 12:38 pm

that could work, but then how do you reference a material that's in an IGM of unknown name inside a PIGM of a different name in the scene file?

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Post by psor » Sat Jan 05, 2008 12:48 pm

See my edited post. But I'm not sure if it's difficult to implement this
in the exporters, because they would need some work tho. Maybe
they would need an index file that provides the data needed.

Think about it, I guess you are able to get faster to a solution then me!

:oops: :lol: :wink:




take care
psor
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dougal2
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Post by dougal2 » Sat Jan 05, 2008 12:55 pm

an index file sounds feasbile

materialsAtoD.pigm:

Code: Select all

/textures/whatever.jpg
/materialsAandB.igm
/materialsCandD.igm
/index.xml
index.xml:

Code: Select all

<materiallist>
 <igm>
  <filename>materialsAandB.igm</filename>
  <material>materialA</material>
  <material>materialB</material>
 </igm>
 <igm>
  <filename>materialsCandD.igm</filename>
  <material>materialC</material>
  <material>materialD</material>
 </igm>
</materiallist>

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psor
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Post by psor » Sat Jan 05, 2008 1:01 pm

:twisted: 8) :lol: :D :wink:
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dougal2
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Post by dougal2 » Sat Jan 05, 2008 1:14 pm

I was thinking also the .pigm could contain preview renders of the materials too.
That way not only could something be shown to represent the material in your 3d app/exporter, but previews could be saved with the material and the upload process would be quicker and simpler.

so, to materialsAtoD.pigm, add:

Code: Select all

/previews/materialA.png
/previews/materialB.png
/previews/materialC.png
/previews/materialD.png
(These wouldn't need to be indexed)

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