Hey fused, thanks x 100000 for the Update dude, here my Bugreport & Request etc., sure some things are mentioned before, but I tried to get a overview:
Bugs:
1) Big Meshes like imported PLY's don't export to .obj or .3ds files,
I don't know where is the border, but 400k polys is to much for sure!
**EDIT**
Sorry, a mistake... in the following Scene Structure, the mesh "neptun_high"
doesn't export because of the HyperNurbs "Branch".

(this also happens using arrays!)
2) Bump Maps get exported to XML even if they where deactivated in the Material settings of C4D's Material Editor.
3) Materials that gets Projected other than UVW Mapping,
don't get exported right using obj export, while 3ds Export converts the Texture position correctly to UVW,
OBJ Export doesn't!
4) -
5) The Exporter exports every Sphere & Plane in the Scene using Indigo Primitives,
even if they have no material or Indigo Tag attached (using DefaultMat)...
Is this is a feature or a Bug???
6) plane primitives always get exported as infinite planes!
7) OBJ auto triangulation just work on Mesh objects, C4D primitives that are not "broken"
to mesh objects don't get triangulated during export (works fine for 3Ds export!).
C4D Primitives only gets exported if Object tag is applied
(besides Spheres and Plane C4D primitives, that get exported always!)
8 ) The uniform for <absorption_coefficient_spectrum> gets exported wrong, it is:
Code: Select all
<absorption_coefficient_spectrum>
<uniform />
<value>5</value>
</absorption_coefficient_spectrum>
Its should be:
Code: Select all
<absorption_coefficient_spectrum>
<uniform>
<value>5</value>
</uniform>
</absorption_coefficient_spectrum>
9) Henyey Greenstein could be RGB too, not only uniform!
10) Mesh lights get exported to 3DS even if obj Export in light Tag settings is enabled
11) -
12) If you don't check the "Export Settings to XML" checkbox
from the Indigo render Settings Tag, the camera doesn't get exported too
13) Exporting a Object inside a HyperNurb, correctly divides the Mesh(besides seee bug 7), but the Normal smoothing is set to false, even if enabled in the object tag on the HyperNurb
Request:
a) PLY Placeholder:
to work smoothly with PLY Models inside C4D, a simple low-Poly object (reduced PLY in Meshlab) could be used to determine the rotation scale and position in the scene, the link will be set during exchanged during export to your multi million Tris PLY and the matrix gets applied.
a simple checkbox "PLY Placeholder" in the Object Tag would toggle a field for the original PLY position on your HDD.
b) Please include for C4D's infinite Ground Object to export into Indigo infinite Plane Primitives, and export simple planes to plane primitives with the same size.
c) IGM Material Support
Stuff that is missing:
I) Instancing
II) B and C for Bump Maps
III) resume from .igi
IV) efficiacy_scale for rectangle and mesh lights
V) many (advanced) features like super sampling, threads etc. from inifile couldn't be set
VI) blend material is missing
VII) Background can be each lightsource like BlackBody and Peak too!
VIII) Camera Bloom can't be set (OK, using Violet is much better

)
Should be enough for tonight...
