render of the demo scene
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The Demo Scene
The demo scene is a simple room with a hole cut in the wall for the sky light environment to shine through. The direction of the sky light is determined by a directional light in the scene named "Sky". It's pivot point is at the origin. The shapes at the top of the room are meshes with emitter materials. The floor uses a script material downloaded from the Indigo website. The chair and table have the same simple phong color material. The 4 ball materials on the table are from left to right: Specular, Specular(transparent), Glossy Transparent and nkdata Phong gold materal. The scene also uses an exit portal in the window for a more efficient render.
To unpackage the demo scene use the file menu to load the scene file, skylightScene into truespace. Don't use the library to load it. Right click the indigo icon or click the "scene package" button in the default aspect of the indigo panel to open the scene packager panel. Click "unpackage the scene". Now it should render on your machine.
truespace realtime display and an ies profile light version
of the scene
light layers usage shows all layers on and layers 0 and
3(white and blue) turned off
Some usage notes:
Scene material instancing must be on to use the D3D
Indigo materials. The Clintons3dplugin.rsx plugin must be loaded for the Indigo exporter to use the D3D
Indigo materials. If both these conditions are not
true then nothing will happen or you will get a gray
colorless render.
check manual : chapter 5.3.4 Workflow - Material Instancing: Scene
Mode
The D3D materials must be unique in the eyes of truespace or material merging will occur. For example you can have two script materials using different files, but the truespace material editor won't see the difference and will remove one of them. Press the randomize button to apply a random specular value to make them unique.
Left to right: Diffuse Color, Diffuse Color Bitmap, Diffuse Color Bitmap and Bump
If Base Emission is not black then the mesh will act like a light. The left image above shows this. The Light Layer is used to control which channel the light will occupy. The diffuse type of material is controlled by the radio buttons. Use the Bump Preview button to see a representation of the bump map in the viewport. A large bumpmap can take time to generate.
Indigo materials can be downloaded from the Indigo website. They come in 2 file formats, igm and pigm. Use the "D3Dindigoscript" material to use these materials in the render. Choose the igm file when editing the material. The pigm is really a zip file. Rename the file with a zip extension, unzip it and point to the igm file in the resulting folder. They have a simple placeholder texture when shown in the truespace viewport.If the downloaded material has image files included you can use the image for a preview instead.
The zip archive contains the installer, an indigoEnvironment node, a sample packaged scene, Indigo D3D materials and the I_exitportal for converting meshes to exit. When you push the indigo button the panel view will open to the default aspect of the indigo exporter. Push export and an igs file is written and the indigo application is run to render it.
The indigoEnvironment node will be added to each scene.
Create a truespace light and rename it to "Sky" to control the indigo skylight direction. It's existence will override the environment settings for horizontal and vertical degrees.
The rectangle lights cannot be rotated they always point
downward.
To
use an ies light profile create a spotlight and run the
ies converter script on it or create plane mesh and add
the indigoIES node into it. Be sure to assign an
emitter material to the spotlight or no light will be
produced. Click the button to choose
the ies file. The light will shine in the
direction of the plane's normal.
Place the I_exitportal node inside a mesh to convert it to an exit portal. Exit portals are generally used to light an interior scene with light from the outside. The normal of the exit portals faces must point into the interior.
The only lights seen by Indigo are environment lights defined in the panel, area lights and emissive materials.
render region and forground alpha renders, the black is the
hole of the window opening
To use render region open a 3d view and set the camera to it. Set the 3d view resolution to match the render resolution settings in the indigo panel. Push the "select render region button" in the render settings aspect of the indigo panel. Select the region more than once to get proper values then right click to end the tool. Check the renderRegion checkbox and render the image.
Click the fgAlpha checkbox and render to get an alpha render.
The default sphere does not have vertex normals so the script exits when trying to find them. Workaround is to make a sphere by subdividing a cube or use one of the normals tools on the sphere: autofacet, smooth and facet normal tools.
Not all ies profiles and nkdata files work with indigo. If it doesn't work try another. IES profiles are text files and I found that on the line after TILT=NONE the second number on that line cannot be negative. IES standard supports -1, but Indigo does not.
It may be better to work with bridge off if using truespace with modelside.
More info from the original author here in the Truespace Indigo forums.
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