I set up an indigo test and am continuing to experiment. I am curious about two things:
When I included the floor image, the xml file did not include a fully qualified path to the file. Instead, it assumed the image was in the same directory as the xml. Is there any way to make the indigo exporter export the location of the image file?
Look at this image. Why does the glass green thing have sparkles in it? Will those eventually go away given enough render time?
I donât think the exporter can export image paths⌠I just copy the image to the indigo folderâŚ
The sparkles will go away eventually⌠But you can make them disappear faster if you set âmax_num_consec_rejectionsâ to around 100 instead of 1000 as it is as default⌠It makes the render a little biased, but you propably wonât notice it
Very cool⌠thanks for the information. I think I am getting the hang of basic materials and lighting. I did some lighting with some emitting meshes as well. I have a couple followup questions if you have time.
When emitting from a light bulb shaped mesh, I noticed the light spill on the wall behind the âbulbâ seemed darker further away from the camera. I would have expected the spill to be more uniform. Hereâs an example.
I am curious how to go about creating a complex texture. Say a yarn texture on a pair of mittens. indigo doesnât support all of the texturing abilities like noise/marble/wood etc, right? So, would you make a phong material and UV map a yarn picture to the model?
I created a mesh emitter and tried to color it but the light came out white. Can I make a red mesh emitter or blue or any other color some how?
I have to say that I LOVE working with the lighting abilities of this tool and the provided textures like gold, glass, etc⌠those are super cool. I used the provided gold texture on the middle widget below.
I donât know about the meshlight getting darker further away from the camera⌠That seemâs kinda strange⌠You will have to get a answer from someone that knows more about it then me
And about the textures⌠Indigo doesnât support any of the produceral textures, so the only option you have is to uv map your objectsâŚ
And finally to get a colored meshlight you have to set the amb value in your materials setting in blender to zero⌠Else it will be a blackbody emitter⌠Havenât tried that, but it said that in the indigo fag⌠And I agree⌠The nk materials are kinda cool
On the lightbulb emitter meshes, make sure that all the normals are facing out of the mesh. I also tried the colored meshlight with amb value set to zero like stated in the last post, and that worked. I am not a pro at Indigo, but these tests look good.
I am curious how to go about creating a complex texture. Say a yarn texture on a pair of mittens. indigo doesnât support all of the texturing abilities like noise/marble/wood etc, right? So, would you make a phong material and UV map a yarn picture to the model?
Yeah, there are no procedurals. There will be some mixing put in at some point, depends when Nick codes it!
Another âfireflyâ reduction technique is to render twice and place one image over the other in GIMP with âdarken onlyâ as the mixing option. Or try my app: http://www.flipcode.dxbug.com/board/topic/356/0/
EDIT - read page 2, therein lie the instructionsâŚ
I got a blue emitter to work with the above advice. I am surprised to see the emitter itself have a redish cast to it as well for some reason. I also played around with trying to create a fabric texture. It could use more work before make my mittens but itâs a proof of concept.
I got a blue emitter to work with the above advice. I am surprised to see the emitter itself have a redish cast to it as well for some reason.
It doesnât. The red causing the purple colour is from elsewhere, specifically your sun light. Look at the shadow cast by the emitter because of the sun, itâs blue.