Announcements, requests and support regarding the Cinema 4D exporter
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fused

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by fused » Fri Aug 14, 2009 8:34 pm
Heres a little update:
I've been working on a few stability issues with the new material (memory leaks, bugs and such) and started working on a plugin to bake an indigo materials shaders on an object so you have the option to also use 3d space shaders (with manual baking).
it'll work a bit like the c4d bake to object function. it creates a copy of the object and material and applies the baked textures to the copied material.
im doing that threaded and found a neat way to have a dialog on top that blocks while baking is running and cant be closed during bake. c4d stays responsive, although you cannot do anything. im planning to do something similar for the export

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CTZn
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by CTZn » Sat Aug 15, 2009 2:13 am
Congrats with the baking fused, and the rest too but I can only imagine what gives for the first.
I was bored to be the only guy messing with displacement on a regular basis, I hope I'll see nice materials from c4d users soon

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pixie

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by pixie » Sat Aug 15, 2009 2:14 am
CTZn wrote:Congrats with the baking fused, and the rest too but I can only imagine what gives for the first.
I was bored to be the only guy messing with displacement on a regular basis, I hope I'll see nice materials from c4d users soon

Alert! Alert!! We've got an intruder!!
Welcome aboard!

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CTZn
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by CTZn » Sat Aug 15, 2009 5:19 am
Mwahaha I breached the C4Defenses, now you must use displacement extensively hahahaha !!!

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fused

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by fused » Sat Aug 15, 2009 11:22 pm
thanks a lot, CTZn!

i also hope this encourages users to use displacement-, sgima- and exponent maps more often.
we'll see

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fused

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by fused » Sun Aug 16, 2009 10:58 am
heres a test of a sphere with a baked 3d noise texture on it.
at the moment the object baking funtionality still requires a decent uv map, but i might allow the use of "optimal mapping", just like in c4d's.
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fused

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by fused » Sun Aug 16, 2009 11:13 am
same map used for displacement

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fused

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by fused » Sun Aug 16, 2009 9:25 pm
earth shader used for albedo, displacement, bump and exponent maps. maps baked in 2048x2048.
poles are a bit messed up

- 3dshader_earth.jpg (596.95 KiB) Viewed 3321 times
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pixie

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by pixie » Sun Aug 16, 2009 11:53 pm
I was thinking, b and c could be synonymous of white/black point, that way it could be easily shown in the viewport the correct representation of b c...
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fused

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by fused » Mon Aug 17, 2009 12:00 am
what about just using the formula from the manual?
thats what i do

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pixie

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by pixie » Mon Aug 17, 2009 12:06 am
fused wrote:what about just using the formula from the manual?
thats what i do

Tell me tell me, I'm all ears!

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fused

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by fused » Mon Aug 17, 2009 12:15 am
well, Indigo Technical Reference page 41:
Indigo Technical Reference wrote:The final, used value for each component is calculated like so:
f(x) = a*g(x)^2 + b*g(x) + c
and
Indigo Technical Reference wrote:g(x) = x^exponent
which im not doing

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fused

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by fused » Wed Aug 19, 2009 10:55 am
no more black borders on baked 3d shaders

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zeitmeister

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by zeitmeister » Thu Aug 20, 2009 1:30 am
Cool, cool, cool!
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