Indigo 2.4 - Don't Make Me Think

Feature requests, bug reports and related discussion
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fused
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Re: Indigo 2.4 - Don't Make Me Think

Post by fused » Thu Mar 25, 2010 12:44 pm

indigo does that :)

its just not very easy to use, hehe....

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Re: Indigo 2.4 - Don't Make Me Think

Post by neo0. » Sat Mar 27, 2010 4:29 pm

This would probably involve more than just a UI change, but how about a "wireframe" render mode?

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Re: Indigo 2.4 - Don't Make Me Think

Post by Borgleader » Sat Mar 27, 2010 4:58 pm

neo0. wrote:This would probably involve more than just a UI change, but how about a "wireframe" render mode?
Why not get your 3d app to do that? I mean...to meusing an unbiased renderer to render wireframes is like using a chainsaw to cut bread.
benn hired a mercenary to kill my sig...

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Re: Indigo 2.4 - Don't Make Me Think

Post by Godzilla » Sat Mar 27, 2010 5:10 pm

Borgleader wrote:
neo0. wrote:This would probably involve more than just a UI change, but how about a "wireframe" render mode?
Why not get your 3d app to do that? I mean...to meusing an unbiased renderer to render wireframes is like using a chainsaw to cut bread.

Great analogy :lol:

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Re: Indigo 2.4 - Don't Make Me Think

Post by neo0. » Sat Mar 27, 2010 7:31 pm

Borgleader wrote:
neo0. wrote:This would probably involve more than just a UI change, but how about a "wireframe" render mode?
Why not get your 3d app to do that? I mean...to meusing an unbiased renderer to render wireframes is like using a chainsaw to cut bread.
I wasn't simply talking about taking a screenshot of your scene in your 3D app.. I was talking about rendering a shaded (clay render) version of your scene with the wireframe.

Like this
Image

Except with indigo's realism, it will look even better.

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Re: Indigo 2.4 - Don't Make Me Think

Post by OnoSendai » Sat Mar 27, 2010 8:10 pm

Hi Neo, we may add a wireframe shader at some point (or more accurately, expose the data needed to make wireframe shaders), so stay tuned for that.

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Re: Indigo 2.4 - Don't Make Me Think

Post by benn » Mon Mar 29, 2010 12:53 pm

pixie wrote:
benn wrote:The Indigo SDK doesn't really help that - the time is spent in reparsing the xml and rebuilding the scene. We are aiming to solve this later in the year with IndigoSG (Indigo scenegraph) which will allow changing of many indigo scene parameters without rebuilding the whole scene. The render will restart of course, but it will take only 0.1 seconds to restart the render, not 2 minutes of scene reparsing time.
These are great news! But is this a different product or integrated into the indigo family as Indigo Material Editor is?
It's part of the Indigo main release. It's a change to the way we do our internal interfaces (between the core and the gui, and how our DLL authors access Indigo).

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Re: Indigo 2.4 - Don't Make Me Think

Post by neo0. » Mon Mar 29, 2010 4:26 pm

Benn, any plans of releasing a public build sometime soon? I think im not the only one who is anxious to see all that is new. :)

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Re: Indigo 2.4 - Don't Make Me Think

Post by Pibuz » Wed Mar 31, 2010 1:08 am

OnoSendai wrote:Hi Neo, we may add a wireframe shader at some point (or more accurately, expose the data needed to make wireframe shaders), so stay tuned for that.
I understand Neo0's request, and I support that: sometimes a render like the one posted as a reference is a useful image to show the basic geometry.

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Re: Indigo 2.4 - Don't Make Me Think

Post by Zom-B » Wed Mar 31, 2010 3:13 am

Pibuz wrote:I understand Neo0's request, and I support that: sometimes a render like the one posted as a reference is a useful image to show the basic geometry.
Solving such requests by some smart ISL shader is a nice approach :)

But I stay with my basic mesh renderoutput of C4D!
Its fast as hell and I have control in composing by having it as a separate image.
I also like having black/white AO image with mesh for a nice look (see my portfolio in "personal work")
polygonmanufaktur.de

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Re: Indigo 2.4 - Don't Make Me Think

Post by neo0. » Wed Mar 31, 2010 10:52 am

Im just worried about those of us who don't know ISL.. Oh well, maybe the exporters can have presets or something..

Anyhow, another thing I would like to see.. Indigo's light layers should adjust themselves to whatever we set the lighting to in our exporter (for better interaction between the exporters and indigo). If we set our lights to RGB, then we should be able to change them by RGB. If we set the color temp in our exporter, we should be able to adjust it accordingly in indigo.

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Re: Indigo 2.4 - Don't Make Me Think

Post by fused » Wed Mar 31, 2010 11:03 am

neo0. wrote:Im just worried about those of us who don't know ISL.. Oh well, maybe the exporters can have presets or something..
Some exporters offer ISL integration. Cindigo has a bunch of shader nodes (combinable) that get exported as ISL shaders :)

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Re: Indigo 2.4 - Don't Make Me Think

Post by neo0. » Tue Apr 06, 2010 8:58 am

Another wish is for the UI to be more non modal (where possible.) Whereever you browse for files, it would be better to have an integrated file browser I think.

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Re: Indigo 2.4 - Don't Make Me Think

Post by dakiru » Tue Apr 06, 2010 10:57 am

neo0. wrote:Another wish is for the UI to be more non modal (where possible.) Whereever you browse for files, it would be better to have an integrated file browser I think.
What such an integrated browser will be good for? I mean, what the difference in usability will it bring?

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Re: Indigo 2.4 - Don't Make Me Think

Post by neo0. » Tue Apr 06, 2010 7:23 pm

Probably small, but it will ensure that you wont have to take your focus off of indigo.

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