C4D Indigo sample scene

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CoolColJ
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C4D Indigo sample scene

Post by CoolColJ » Sun Sep 16, 2007 4:34 pm

see below for V2 of the scene

--


here is a simple sample scene for the people that wanted it.

created for Indigo V0.9. Use test 7 for best speed
There is a bit of everything in this scene except SSS, which is slow so I left it out, but the scene will take a bit of time to render anyway due to the interior light. It will render faster if you remove the light.
And 100 ray bounces used to keep things a little faster, but will probably be more accurate with 1000 bounces or more.
V0.9 test 7 is pretty quick compared to before anyway 8)

some notes

1) Objects from left to right -

-Mirror, specular with IOR of 100
-Gold sphere using Nk data
-diffuse box using the floor bump map for colour and bump as well :)
-glass/specular cylinder with some dispersion (Cauchy_b)
-cone glossy transparent
-Window exit portal object
-"Curtain" with diffuse transmitter material - normally I would blend it 50/50 with a diffuse/phong material as well to give it some colour, but the blend material is currently not working for me in Cinidgo. Will update when this is fixed.
-reflective Phong sphere
- mesh light with fluorescent light type settings. Also using Efficacy scale to make it work properly with the sunlight

2) The Global scale is set to 0.01 to set scene scale to proper size for Indigo's metre units, since the scene C4D units are in cm.
This is important for the lights (efficacy scale) and rendering to work properly.

this also means glass/transparent object won't have as much colour, unless they are very thick. Until we get a absorption value/colour multiplier in Cindigo there is not much we can do.

3) gamma value of 2.2 used for the transparent objects - cone and cylinder to match the C4D colour, otherwise you would normally use a gama value of 1.

4) Autofocus is on, but it's normally better to turn it off and manually set the camera depth to where you want it to focus on, especially if you increase the aperture size to add more depth of field
Attachments
im1189912238.JPG
pic - will update with a cleaner version when I render it for longer :)
im1189912238.JPG (119.83 KiB) Viewed 9479 times
Last edited by CoolColJ on Mon Oct 01, 2007 4:48 pm, edited 3 times in total.

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Kram1032
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Post by Kram1032 » Mon Sep 17, 2007 12:03 am

loks good :D - you forgot to mention the bumpmap.. ;)

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CoolColJ
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Post by CoolColJ » Mon Sep 17, 2007 12:16 am

yeah you have to use negative bump map values in Cindigo currently :)
The models are somehow flipped with respect to bump maps when exported out.

Well the Phong floor above has the default positive bump map of 0.001, works well :D


plus only bump map values you change in Diffuse material will get exported. Phong bump map changes don't register. Not sure about specular material. Bugs that will eventually get fixed

babieka
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Post by babieka » Mon Sep 17, 2007 3:49 am

Good exit portals example ! :D but only is possible one exit portal tag by scene?
I deduce the following for materials:
difusse: for wall reflections...
phong: for glossy plastics, brilliant metals with nk.data,...
specular: for glass, jewels, SSS materials, ...
glossy transparent: difusse glasses, materials with roughness, human skin,...
diffuse transmitter: curtains, lampshades, screens...
blend material: ?

Is necessary to set colour in the material helper tag? the colour isn't set in the material editor in cinema?
:wink:

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CoolColJ
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Post by CoolColJ » Mon Sep 17, 2007 4:16 am

You can have as many exit portal tags as you want, but I only set one
make sure the normal of the portal object faces inwards

Phong can be used for walls and floor too, I did in this scene. You can set IOR to 1 for no reflection in phong.
Diffuse is more like some really dead material like cushions, towels, rough surfaces etc

Blend allow you to mix 2 material types together. You can set the blend with a map as well. This allow you to add dirt to a material if you want.
This is how an alpha map can also be applied.
Normally you would blend a diffuse or phong with a diffuse transmitter for a reflectance colour. Diffuse is only transmission.
You can even blend between multiple layers
see here - bottom of page
http://www.indigorenderer.com/joomla/fo ... c&start=15

there are also exponent maps to control the exponent of a material with a texture map, like bump maps, but Cindigo doesn't support it yet I don't think.

none of the colours are used in C4D, you have to copy and paste it into the Material Helper tag. It is a pain especially, when you switch between the different material types, the colour isn't transfered over....

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CoolColJ
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Post by CoolColJ » Thu Sep 27, 2007 12:24 pm

I'll have an updated version with the new stuff you can finally do in the current Cinidgo

best to use V0.9 test 6 right now, with glass/transparent objects as Test 7 has some bugs.

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fused
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Post by fused » Thu Sep 27, 2007 12:42 pm

cool, does it have textured emitters?

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CoolColJ
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Post by CoolColJ » Thu Sep 27, 2007 12:50 pm

not yet

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CoolColJ
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Post by CoolColJ » Thu Sep 27, 2007 12:59 pm

Instances work with C4D instance object so will add some of those as well :)

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CoolColJ
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Post by CoolColJ » Mon Oct 01, 2007 2:39 pm

OK I have a revised version of the scene to use all the new features of the current Cinidgo! 8)

I'll change the description to reflect the new scene, but for now here are the change notes

works fine and best with V0.9 test 7
and exit portal actually works now! Big difference in render speed



1) changed all the names for materials and objects to make everything more clear. And changed the render settings to my new optimal settings
renders quite a bit better now. It will look really ugly and patchy at first but it smooths out and cleans up much faster with more detail.

2) reduced Cauchy_B (dispersion) on Specular glass cylinder from 0.1 to 0.01. Nothing else has changed but it renders differently now, I think due to the textured emitter underneath

3) added SSS on Purple glossy transparent cone, uniform scattering. Quite a lot of scattering so it looks more solid than transparent now in the thicker areas.

4) "curtain" is now a blend material of 50% diffuse texture for the pattern/colour and 50% diffuse transmitter for colour transmission and transparency.
I created 2 copies of the object as child objects and assigned
the 2 different layers to each. These objects are disabled so won't get exported, but you can enable them as needed to preview the layers individually in C4D or Indigo to setup the textures or whatever properly

5) changed the Box to a textured emitter with a higher efficacy to give it a glowing look in the presence of sunlight

6) Gold Phong NK material sphere now has a large amount of bump map

7) Blue Phong sphere now has exponent mapping using the tetxure in the specular colour channel. Unfortunately you have no control over the exponent gain in Cindigo for now. Set the material exponent for the lowest level and the map will add 10,000 over that for the brightest colour of the texture map

8 ) Added instance objects for the 2 spheres. Indigo will render these using the same models of the original (and same materials in the current Cindigo) where ever you place them




LOL I used the same texture for all objects :P
Attachments
CCJ_C4D_INDIGO_SampleScene_V2.zip
created in C4D r10
(281.28 KiB) Downloaded 548 times
im1191217641.JPG
preview - 400 samples
im1191217641.JPG (60.74 KiB) Viewed 9077 times

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CoolColJ
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Post by CoolColJ » Mon Oct 01, 2007 9:44 pm

removed the roof and turned the ceiling into an exit portal
changed some materials and rendered up to 100 samples. You can get some good mileage out of one texture :D

You can see the diffuse texture/diffuse transmitter blend material curtain better here
Attachments
im1191223983.JPG
im1191223983.JPG (91.8 KiB) Viewed 9016 times

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Kram1032
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Post by Kram1032 » Tue Oct 02, 2007 2:08 am

very nice :D
why did you turn off the textured emitter, again?
Or is it simply too bright to show up?

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CoolColJ
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Post by CoolColJ » Tue Oct 02, 2007 10:17 am

I didn't like the look of it under skylight :)

and yeah it was a bit dull looking

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