new material preview scene

General questions about Indigo, the scene format, rendering etc...
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arneoog
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iMPM v1.5

Post by arneoog » Thu Feb 15, 2007 7:47 am

Yet another update! :D

iMPM_v1.5.zip

Added some walls and a roof, looks much more real now 8)
Also fixed some stuff in the .xmls and .obj

Image
Image

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surreal
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Post by surreal » Thu Feb 15, 2007 5:55 pm

hey arneeog, would you be able to export as 3DS by any chance?
Also would you be able to PM me the co-ordinates of the camera, the obj isn't importing the walls or camera for me, just the sphere part.

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SmartDen
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Post by SmartDen » Thu Feb 15, 2007 10:00 pm

Could you post the mesh without the bubbles inside please. Some materials look quite funky with it, e.g. diamond :wink:

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kepler
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Post by kepler » Sun Feb 18, 2007 2:01 am

@ arneoog: your mesh is very good, but I would make these changes (they are only suggestions, I'm not sure if the image will look better):

- put the "indigo" logo on the base, much smaller and not inside the object, but in relief;
- choose an indoor hdri map for the light (there are a lot of them free on the net);
- change the background grid with a simpler one;
- make two walls behind the object with the same grid of the floor, instead of a "infinite" plane.

Thank you for the job!

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arneoog
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iMPM v1.9

Post by arneoog » Sun Feb 18, 2007 6:56 am

New version! :D

iMPM_v1.9.zip

- Moved the light
- Fixed some stuff
- More material code in the XML

Image


____________
Well, Kepler.. hehe :)
- If more people want the logo to be on the base.. then I'll do it :P
- A hdri map will make way to complex light to show the material properly..
- Never! Hehe.. I like it too much :lol:
- The model is already inside a room, and the floor is not an infinite plane..


Oh, yeah.. Nick, I think that indigo isn't handeling .obj normals perfectly..
Just look at the image above.. It wasn't like that when I used XML mesh code..
And in Maya alle the normals are perfect :?

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Kram1032
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Post by Kram1032 » Sun Feb 18, 2007 7:08 am

Nice!
Btw:
I like the grid and don't have any idea, why this should be complex...
But some walls nearer to the Mesh would be nice to see Caustics of both Reflective and Transparent Mats...

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joegiampaoli
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Post by joegiampaoli » Sun Feb 18, 2007 8:11 am

I kinda like the logo where it is, I also had the idea of putting it on the base, you could try, but I'm sure it will look better where it's at.... putting it on the base will just make the logo look flat
Joe Giampaoli
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kepler
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Post by kepler » Sun Feb 18, 2007 8:47 am

Here's an example of what I think for the box:


Image


I'm sorry for the ugly uv-mapping but I didn't have no time. I've raised the point of view a little, used a 80mm camera and a 3-faces cube. The light is a hdr map but it can easily replaced with a big meshlight to make a "light-box" effect, without having the meshlight-plane reflection on the ball.

StompinTom
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Post by StompinTom » Sun Feb 18, 2007 12:35 pm

i think itd be useful to have the meshlight reflect in the material so that you can better judge the reflectivity of the material.

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CTZn
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Post by CTZn » Sun Feb 18, 2007 4:58 pm

Hey Arne, what about a back light ?

nice job !

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drBouvierLeduc
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Post by drBouvierLeduc » Tue Feb 20, 2007 3:22 am

Made this for the preview material.
I don't know what that shape is supposed to be, but it shows reflections and transparent materials quite well I think, and got both sharp and soft edges.
Tell me if you think it's worth tweaking it (add some bubbles for sss, improve lighting, add a base, and so on...).

edit 3 : the zip file contains now the latest test (I made a mistake), with a base, some lights behind for sss (not sure it works well), and the mesh is now uv-mapped so you can add any texture you want (well it's not prefectly uv mapped but it should be ok for testings).
here is the updated .zip file in case you want to try it. You can use it with blendigo exporter, just copy all the files in indigo's directory, hit "preview" in the exporter and that's it. The .blend file is included in case you want to modify it.

(latest tests)
Image

(first tests)
Image
Image
Last edited by drBouvierLeduc on Tue Feb 20, 2007 11:21 pm, edited 6 times in total.

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SmartDen
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Post by SmartDen » Tue Feb 20, 2007 3:27 am

Well, shere it! :twisted:

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CTZn
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Post by CTZn » Tue Feb 20, 2007 4:58 am

Nice tests Dr !

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zsouthboy
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Post by zsouthboy » Fri Mar 02, 2007 3:49 pm

How would we test uv mapped materials on Arneoog's preview scene?

I don't see a way for the UV set to be exposed to indigo, as the model is a separate .obj file...

Or did I miss something? :)

EDIT: adding

Code: Select all

<expose_uv_set>
				<index>0</index>
				<name>uv</name>
		</expose_uv_set>
didn't work :(

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OnoSendai
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Post by OnoSendai » Fri Mar 02, 2007 4:16 pm

uv set for .obj is called 'default'

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