Indigo 1.1.1

General News and accouncements regarding the Indigo render engine
Wedge
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Post by Wedge » Sun Jun 01, 2008 6:29 pm

Hi Ono, since I am no longer an active developer I do not want to comment on this but share a quick thought as you know I switched to .obj format some time ago. I think it is best to be fit to a standard that has been around for awhile and is quite common in 3D apps. :)
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OnoSendai
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Post by OnoSendai » Sun Jun 01, 2008 6:34 pm

Well .obj will always be supported as an external format.
But I want to get a good internal format as well.

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Macrob
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Post by Macrob » Sun Jun 01, 2008 7:07 pm

Hmm, it seems that in comparison to the indigo_x64_linux_v1.0.9_2-build (running 1.1.1 with wine) the 1.1.1-build needs a 2 step shorter exposure duration with camera tonemapping and the blending with null material doesn't support other values than black and white (no semi-transparent with grey values?). But I use a really crappy blendmap :roll:

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Post by BbB » Sun Jun 01, 2008 7:34 pm

and the blending with null material doesn't support other values than black and white
That would be bad :(

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fused
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Post by fused » Mon Jun 02, 2008 12:30 am

OnoSendai wrote:Makes sense? Thoughts?
Exporter writers: do you think you can export your meshes in such a format?
not sure if it will be that easy to find out which surfaces are continuous and which are not... at least in c4d. dunno about other apps

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CTZn
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Post by CTZn » Mon Jun 02, 2008 12:42 am

fused wrote:
OnoSendai wrote:Makes sense? Thoughts?
Exporter writers: do you think you can export your meshes in such a format?
not sure if it will be that easy to find out which surfaces are continuous and which are not... at least in c4d. dunno about other apps
Again don't call me exp. writer but I *believe* Maya can generate the embedded_2 format, hopefully through python cause mel is waayy too slow for reasonable meshes.

As for continuity issues... have you got a usefull link please :oops: If that's about manifold geometry then Maya should sort it out too.

Now Maya is no reference because it has (or rather "is") a devellopement environment.
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suvakas
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Post by suvakas » Mon Jun 02, 2008 12:44 am

OnoSendai wrote: Makes sense? Thoughts?
Exporter writers: do you think you can export your meshes in such a format?
Hey Ono,
Well..I hate to say this, but xml format is the last thing i want to use when exporting from Max. It is slow and not useable for more serious scenes. Can you answer more clearly if obj and 3ds formats will work like they have so far? With or whitout the displacement and/or normal smoothing?

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OnoSendai
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Post by OnoSendai » Mon Jun 02, 2008 3:07 am

Obj will work as before, with normal smoothing.
With displacement.. well it depends on how 3ds contructs the .obj files.

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CTZn
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Post by CTZn » Mon Jun 02, 2008 5:18 am

OnoSendai wrote:well it depends on how 3ds contructs the .obj files.
Oh... and what is the important criterion(s) ? Not only Max is concerned with obj format.

Do you mean you build obj imort engine in Indigo according to 3dsMax output ?
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suvakas
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Post by suvakas » Mon Jun 02, 2008 6:48 pm

CTZn wrote: Do you mean you build obj imort engine in Indigo according to 3dsMax output ?
Nope, that's not what he meant. It's the other way around :wink:

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pixie
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Post by pixie » Wed Jun 04, 2008 4:49 am

This is a recent error I have. Does anyone knows the reason why?
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fused
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Post by fused » Wed Jun 04, 2008 5:04 am

sry thats due to cindigo. the matrix i generate is bad at times.
will be fixed in the next release. a simplified test scene would help, tho.

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madcoo
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Re: Indigo 1.1.1

Post by madcoo » Fri Jun 26, 2009 12:39 am

Hi everyone!

I have to admit I haven't read all the messages in this subject, but I think you'll be able to help me - as I'm getting totally MAD trying to find an answer!
:-(

I've recently downloaded some pre-made materials from Indigo's MatDB, but some of them don't work with Blender.

I've tried (and succeeded!) in changing the script in several XML files (extracted from the PIGM file) so that they work fine with Blender/Indigo...

BUT... in one of them, there's the following tag:
<displacement_map> (......) </displacement_map>
The problem is that Blender doesn't recognise this tag.
:-(

I tried to change it to
<disp_map>
<displ_map>
<disp>
and others...(thinking I could get lucky at some point!...)
But none of them worked...

Before you ask, I did look for an answer in many forums on the internet, but without success, even on Python's official website...

Many many many thanks in advance for those who could help me there...

(And sorry if I'm not posting this in the right subject thread...)

Bye!
:-)

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Borgleader
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Re: Indigo 1.1.1

Post by Borgleader » Fri Jun 26, 2009 12:57 am

I dont understand what you mean by "blender doesnt recognize the displacement tag", unless you meant indigo?

And which version of Blendigo/Indigo are you using?

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madcoo
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Re: Indigo 1.1.1

Post by madcoo » Fri Jun 26, 2009 1:02 am

I'm using Blender and Indigo's latest (stable) versions...

Yes, I meant Indigo doesn't recognise the displacement_map tag...
I get an error message telling me it doesn't recognise this command line...
:-(

Thanks...

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