IndigoMax 0.6.4
IndigoMax 0.6.4
IndigoMax-0.6.4-installer.exe: http://downloads.indigorenderer.com/dis ... taller.exe
IndigoMax-0.6.4-RT-installer.exe: http://downloads.indigorenderer.com/dis ... taller.exe
Supported max versions: 2013, 2014, 2015, 2016, 2017, 2018.
Changes:
0.6.4
-----
Updated indigo sdk to 4.0.55.
Fixed OpenCL device selection not being saved.
Changed mat preview tonemapping scale.
Added null material type.
Improved Forest Pack support.
IndigoMax-0.6.4-RT-installer.exe: http://downloads.indigorenderer.com/dis ... taller.exe
Supported max versions: 2013, 2014, 2015, 2016, 2017, 2018.
Changes:
0.6.4
-----
Updated indigo sdk to 4.0.55.
Fixed OpenCL device selection not being saved.
Changed mat preview tonemapping scale.
Added null material type.
Improved Forest Pack support.
Re: IndigoMax 0.6.4
Should it be possible to use IndigoMax as an ActiveShade renderer?
Suv
Suv
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: IndigoMax 0.6.4
I think yes. It doesn't for you? What Max version are you using?
Re: IndigoMax 0.6.4
Nope, can't assign it as an ActiveShade renderer. Max version 2016 here.
Suv
Suv
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: IndigoMax 0.6.4
Yeah, saw a bug report about the 2016 version in the bug tracker. Hope they'll resolve it.
Re: IndigoMax 0.6.4
Updated builds with max 2018.
Re: IndigoMax 0.6.4
About the old scene created with Maxigo.
Is it possible to have a script capable to remove all the instance of the old exporter?
In the best case convert automatically Maxigo materials to IndigoMax materials?
Is it possible to have a script capable to remove all the instance of the old exporter?
In the best case convert automatically Maxigo materials to IndigoMax materials?
errare humanum est
Re: IndigoMax 0.6.4
Here I think the value is not linked to the value attributed in the igs created.
Then I think that the default value should be 1.
The texture preview in Indigo renderer seem to show something not corresponding to the gamma atributed (especially when you work on Displacement map or Normal map)
Albedo seems to be oversaturated.
Could you check the process under the 3ds Max exporter; then the math used for this gamma value under Indigo renderer to assure that a Normal map or a displacement map use really a Gamma of 1 instead of 2,2?
Then I think that the default value should be 1.
The texture preview in Indigo renderer seem to show something not corresponding to the gamma atributed (especially when you work on Displacement map or Normal map)
Albedo seems to be oversaturated.
Could you check the process under the 3ds Max exporter; then the math used for this gamma value under Indigo renderer to assure that a Normal map or a displacement map use really a Gamma of 1 instead of 2,2?
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: IndigoMax 0.6.4
I think Indigo ignores gamma input for normal maps, but you're probably right about displacement. 

Re: IndigoMax 0.6.4
Hello.
It appears that this is a problem with exporter.
While making scene with normal pflow i cannot export/render many frames at once. All particles dissapear.
If I render/export frame by frame it works well.
It appears that this is a problem with exporter.
While making scene with normal pflow i cannot export/render many frames at once. All particles dissapear.
If I render/export frame by frame it works well.
Re: IndigoMax 0.6.4
Thanks suv, fixed active shade for 2015 and 2016 in next build (0.7).suvakas wrote:Nope, can't assign it as an ActiveShade renderer. Max version 2016 here.
Suv
Re: IndigoMax 0.6.4
Awesomefused wrote: Thanks suv, fixed active shade for 2015 and 2016 in next build (0.7).


Suv
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