Cindigo 2.0.9

Announcements, requests and support regarding the Cinema 4D exporter
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zeitmeister
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Re: Cindigo 2.0.9

Post by zeitmeister » Tue Jul 07, 2009 9:48 pm

Hm, the "GhostGlass.pigm" in the material db is being renamed to *.igm now...
and other *.pigm work well.

Strange... maybe that was a test?

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zeitmeister
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Re: Cindigo 2.0.9

Post by zeitmeister » Wed Jul 08, 2009 8:34 am

Very, very strange...

if I download this material from the DB here at home, I get "ghostglass.pigm".
C4D/Cindigo isn't able to interprete it on this machine.
If I rename it to "ghostglass.igm", open the file with a text editor, delete all the stuff and paste the source code from the DB, it's working.

Once again: If I download this material at my work, I get "ghostglass.igm". If I download it at home, I get "ghostglass.pigm".

Same browser, same C4D version, same Mac OS version with all same updates, same Cindigo.

????????????

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fused
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Re: Cindigo 2.0.9

Post by fused » Wed Jul 08, 2009 9:46 am

zeitmeister wrote:If I rename it to "ghostglass.igm", open the file with a text editor, delete all the stuff and paste the source code from the DB, it's working.
hehe, of course its working then.... you made an igm file out of it :D
its maybe a bug in the matdb that offers a pigm file with the igm extension for download.

now, that you say you're on a mac (i forgot that you are :) ):
fused wrote:added the mac version.

pigm export, import and linking wont work because the indigo console app doesnt work yet.

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Re: Cindigo 2.0.9

Post by pixie » Wed Jul 08, 2009 10:30 am

Make sure you have the newest version of quicktime installed! Previews will not work with the 64 bit version bacause of the lack of 64 bit quicktime.
Wouldn't it be solved if you wrote jpg instead of png? I don't know if indigo console saves in jpg but I expect it to since the gui already has that option...

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Re: Cindigo 2.0.9

Post by zeitmeister » Wed Jul 08, 2009 8:57 pm

fused wrote:pigm export, import and linking wont work because the indigo console app doesnt work yet.
I overread this by luck. :mrgreen:
But what has this *.pigm-format got to do with the console? Is it because of converting ASCII to plain text, or decompiling in a certain way or what?

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fused
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Re: Cindigo 2.0.9

Post by fused » Wed Jul 08, 2009 10:00 pm

indigo can be used to pack/unpack igm/pigm files. i chose to use it because its the easy way. this solution is a little flawed, tho. i have to freeze c4d for a couple of seconds to make sure the file was successfully extracted when importing or linking pigms.

There is another possibility: The C4D api allows to create and unpack zip files (which pigms are), but im not a 100% sure if C4D R9 supports that. will find that out now.

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Re: Cindigo 2.0.9

Post by zeitmeister » Wed Jul 08, 2009 10:08 pm

This would be a nice solution.
R9 users will have to solve PIGMs with Indigo itself, all users above could use C4D (if possible)... I think this is a rather handsome workflow.
The actual Version of C4D is 11, so supporting old versions is very nice indeed, but everyone would have to accept that there are compromises to be made when using a version 2 levels below the actual.

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fused
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Re: Cindigo 2.0.9

Post by fused » Wed Jul 08, 2009 10:15 pm

R9 does not. there is still the possibility to use zlib (which the c4d api of r10+ uses), but meh

i just looked it up and R9.5 supports it. so, i will move from R9 to R9.5. I'd need a R9.5 demo to do that, tho. Anyone has one lying around? (the real demo.... no warez please...)

edit: im not sure if ill use it for packing igms. probably not.

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Re: Cindigo 2.0.9

Post by tungee » Thu Jul 09, 2009 3:24 am

Sorry fused no 9.6 demo here.... :(
Music has the right to children!

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Re: Cindigo 2.0.9

Post by fused » Thu Jul 09, 2009 6:50 pm

pixie wrote:Wouldn't it be solved if you wrote jpg instead of png? I don't know if indigo console saves in jpg but I expect it to since the gui already has that option...
Hey pixie,

i already requested that a while ago. Not possible, might happen - but not too soon.

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Re: Cindigo 2.0.9

Post by fused » Thu Jul 16, 2009 6:28 pm

Hey all...

looks like the last two CIndigo versions are forcing you to use the BVH instead of the KD tree (when you have more than 800 tris for an object). It will be fixed in the next cindigo version. You can fix it by setting the bih_threshold in the render settings (i think advanced settings must be activated) to 100000 (stupid C4D UI wont allow you to set a higher number) or by editing the igs file and change the <bih_threshold> in <render_settings> to a high number (millions :) ).

This is not that bad and should not render that much slower than KD, but it seems the BVH is broken in the mac version of indigo.

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