Installation
-
Download and install the Indigo Renderer. The latest
version is
here
and the last free version, 1.1.18, is
here
. The unlicensed commercial version is restricted
to 800x600 resolution, cannot be used for commercial purposes,
no render farming allowed and you can't remove the Indigo
watermark. The free version can be used for commercial
purposes but not in a render farm.
-
Download and unzip the archive. Copy the indigo folder
to an existing library place or create a new one with the library
browser. Manual Chapter 2 pg 22. for example copy to "C:\trueSpace761\tS\Rs
Main Libraries\" The archive may unzip to an indigo folder
inside another indigo folder, copy the internal folder.
-
Load the installer into the link editor and run it to create
a button/toolbar.
-
Push the button and choose the Setup aspect.
If using the old version(1) use the file browse button to find
the "indigo.exe" file.If you are using the latest version(2)
and the field is blank try pushing the button to get the location
of the indigo executable from the windows registry or use the
browse button if that fails.
-
Install and Load the plugin,
Clintons3dplugin.rsx,
using the Package manager. Manual Chapter 2 pg 161-162
Exporter Features:
- Works with Indigo version 2 and the last free version 1.1.18
-
D3D materials for phong, diffuse, specular, diffuse transmitter,
glossy transparent, oren-nayar, texture and bumpmaps
-
Use Indigo materials from the
official
database
-
Area lights convert to Indigo rectangle lights - not working
with Indigo ver 3.2.14
-
Exit portals(meshes that act like windows between the interior
and exterior of a scene
-
Get Indigo skylight orientation from truespacelight
added to the scene(name the light "Sky")
you tube here
Video:
Indigo script and plugin setup tutorial
. 2.4Mb, wmv, 3:15
Video:
Adjust the demo scene to
run on your machine
. 3.9Mb, wmv, 5:53
This is old information that predates the new scene packaging
system(2010).
Video:
Walkthrough on setting
up a scene to be rendered with Indigo
. 20.9Mb, wmv, 16:14
Note: I failed to mention in the video that scene material instancing
must be used.
Note: You can open a new 3D for the camera and set it's dimensions
to the render size for a better preview.
Video:
Part 2 of the basic
walkthrough
9.3Mb, wmv, 11:37
note: You're not limited to the 5 materials in the IMEBank.
You can copy items in the bank and make variations to use in the
scene.
Note: The reset material is a D3D material, but it is ignored by
the Indigo exporter. The D3D materials that are made of nodes
that feed into a material node are not ignored and will override
IMEBank materials.
Notes:
New for October 10 2012:
- One mesh can have several materials
- Set unique button guid
New for the September 22 2012 release:
-
easier to use materials - parameters exposed so the LE is
not needed
- IMEBank materials removed - use igm files instead
- MeshLights removed - use emitter materials
-
use with new ies based spotlight script
here
-
randomizer for script material - makes them unique so trueSpace
can see the difference
- the environment settings node is always in the scene now
- more error checking = fewer crashes
-
material default values match the Indigo material editor
defaults
- packaged scene is included in installer zip archive
New for the April 2010 release:
-
new material support for Diffuse Transmitter, Oren-Nayar,
Specular and Glossy Transparent
- emissive light materials
- light layers
- ies profile support
- scene packaging system
- render region support
- phong nkdata added to d3d material
- foreground alpha render
- xml scene tags up to date
- still works with indigo v1
- zero render threads = auto
New for the October 2009 release:
-
custom resolution option - use resX and resY in render settings
Added bumpmap support
fixed bug in D3D material name
Support exit portals
Support multiple area lights
Increase area light intensity by 10
changed all gamma's to 2.2
Use downloaded indigo materials
-
November fixes
- added the missing Indigo material name node
- added a sample scene
-
multiply background environment by 10000 to brighten
it up
- set meshlight power to 100000
- added power to rectangle light
- set default environment map gain to 2 million
-
November draft 2 fixes
-
new environment node for the scene that overrides the
indigo script environment
-
the scene environment node has inputs for mesh and rectangle
light power(watts) and efficiacy(lumens/watt) for controlling
the brightness
- check for texture image paths and igm file paths
- fixed camera to properly use any aspect ratio render
- fixed ambient light causes the script to crash
-
Indigo v2 exit portals only worked reliably with a very
specific default material