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max 2 indigo 0.615 beta2 - update

Posted: Sat Oct 28, 2006 9:41 am
by u3dreal
Hi all after a long time some new ...

What's new ??

- added "burn" parameter to reinhard settings
- Adjusted exposure for 0.6test6
- Added instanceing
- Added dropdownlist in Metalshader for .nk files
- some small bugfixes..

M2I_ 0.615beta2 - Get it here .!!

betatesters wanted ..

enjoy C&C welcome.

cheers

u3dreal ;)

Posted: Sat Oct 28, 2006 9:47 am
by Kosmokrator
man u are perfect i will give a try...thnx

Posted: Sat Oct 28, 2006 9:57 am
by afecelis
beta tester enrolled! :wink: perfect excuse to try and do that video tut, but you know how much I become a pain asking questions :D So expect some mail bugging you around, eheheheh :wink:

Great work. Trying it out now.

Posted: Sat Oct 28, 2006 10:00 am
by u3dreal
well i do ... ;) Don't use scale it seems indigo gets it the wrong way here ...

is there a way to inverse only rotational part of
a 3D matrix ???

cheers

u3dreal ;)

Posted: Sat Oct 28, 2006 10:07 am
by psor
Thanx for the update! I'll test it out tomorrow. ;o))


take care
psor

Posted: Sat Oct 28, 2006 10:32 am
by afecelis
ok, you asked for it! :wink: here we go! 1st one:
Image

Posted: Sat Oct 28, 2006 10:37 am
by u3dreal
Can you send me the scene ??

cheers

u3dreal ;)

Posted: Sat Oct 28, 2006 10:39 am
by Kosmokrator
it work perfect u3dreal....only some nk metal files don work...and indigo give an error message like this....

PNG output pathname: 'C:\Indigo/renders/default.png'
Using 2 thread(s).
scene file path: 'C:\Indigo/default.xml'
Using working directory path 'C:\Indigo'.
created world.
Loading Scene 'C:\Indigo/default.xml'...
Using linear tone mapping with scale=0.000250
Camera: white balance = D65, using CIE XYZ chromacity (0.312730, 0.329020)
Loading Complex IOR data from 'nkdata/Carbam.nk'...
SceneLoaderExcep: MaterialExcep: ComplexIORExcep: ComplexIORDataSetExcep: Only spectral units of eV supported right now.
Fatal Error: SceneLoaderExcep: MaterialExcep: ComplexIORExcep: ComplexIORDataSetExcep: Only spectral units of eV supported right now.

Posted: Sat Oct 28, 2006 10:45 am
by u3dreal
Yeah thats a known.. ;)

cheers

u3dreal ;)

Posted: Sat Oct 28, 2006 11:10 am
by u3dreal
Ok here is a workaround for the scale..

select object after scaling .. go to

Image

and press reset scale.. ;)

hope this will only be a workaround for very short time..

@Nick you have an idea on what's could be done to solve this ??

cheers

u3dreal ;)

Posted: Sat Oct 28, 2006 11:15 am
by afecelis
u3dreal wrote:Can you send me the scene ??
cheers
u3dreal ;)
It's the usual scene I always start off with, 3 spheres, a floor plane and a mesh emitter:
http://www.irrdev.com/ktuser/afecelis/Indigo/test01.zip

btw. Which 3dsmax's lights can be used for M2I? or better said, since indigo only supports a sunlight and mesh emitters; I know mesh emitters are created assigning an emitter material to them but which light is to be used to be recognized as sun in Indigo?

little by little, little by little :wink:

Posted: Sat Oct 28, 2006 11:25 am
by Kosmokrator
wow afecelis
are u serius??? u use a kerkithea emitter material for indigo??? :roll: :roll: try the indigo emitter man... :wink:

Posted: Sat Oct 28, 2006 11:37 am
by u3dreal
Thanks Kosmo you solved it.. thanks . !!!

MAKE SURE YOU CHECK "Affect Object only" when resetting scale... i might add that if possible..

cheers

u3dreal ;)

Posted: Sat Oct 28, 2006 11:44 am
by Kosmokrator
one question u3dreal your script is open sourse or is some kind of compiled code?we can view your code?i try once upon a time but nothing...thnx

Posted: Sat Oct 28, 2006 11:50 am
by afecelis
Is that really what I did? :oops: :oops: :oops: It's a problem when you work with both renderers back and forth so much! :oops: It's my Kerkythea material automatic reflex. Thanks Kosmo, changing and re-checking. (just saw that big "K" in the screenshot; man do I need to find a hole to stick my face in it!)

Oh yes, Gregor, please help me with my light type question :wink: This way I can think the tut a bit better. BTW, any suggestions for it? I was thinking to start off simple; 1. Installing your script and crating the menus. 2. Basic scene, material creation and light setup. 3. Exporting, rendering and checking the xml. Waddayasay? :wink: