I'm glad to announce the availability of "XSIndigo Exporter" 1.0.4
All Indigo Renderer features are today supported while also being supported subdivision surfaces (renderer/OGL mode), RenderTree (through the use of provided Indigo shaders) and Hierarchical Instancing.
XSIndigo Exporter, completely written in C++, is compatible with both XSI 6.xx and 5.xx infrastructure, meets all the scene description language updates needed to work with the latest Indigo stable version 09 and test version 1.0.4. In addiction it supports also subdivision surfaces (renderer/OGL mode), RenderTree (through the use of provided Indigo shaders) and Hierarchical Instancing. Currently the plug-in is free for both commercial and non-commercial purposes.
Currently the .xsiaddon package contains the following file structure
XSIndigo
| netview_XSIndigo.xml
|
|---Application
| |---bin
| | |----nt-x86
| | IndigoEmitter.dll
| | IndigoMaterial.dll
| | IndigoMedium.dll
| | IndigoPhaseFunction.dll
| | IndigoSpectrum.dll
| |
| |-----Plugins
| | XSIndigo.dll
| |
| |-----spdl
| IndigoEmitter.spdl
| IndigoMaterial.spdl
| IndigoMedium.spdl
| IndigoPhaseFunction.spdl
| IndigoSpectrum.spdl
|
|---Data
|------DSPresets
|------Shaders
|----Material
| IndigoEmitter.Preset
| IndigoMaterial.Prese
|
|----Texture
| IndigoPhaseFunction.Preset
| IndigoSpectrum.Preset
|
|----Volume
IndigoMedium.Preset
This implementation has been focused on create a simpler workflow for the user who need to render frames in Indigo. No more Environment variable to be set, neither ini-file to edit.
To achieve a good integration with Indigo material properties some ad-hoc shaders have been created. None of them have nay kind of MentalRay integration at the current state (No shaderball previews, No Preview rendering through MR).
- IndigoMaterial (Material shader) needs to be used as surface node for your material. IndigoMaterial has 6 shaders defined: Diffuse, Phong, Specular, Glossy Transparent, Diffuse Transmitter, Null. Please refer to Indigo Manual for further information on each of them.
- IndigoEmitter (Material shader) needs to be used as surface node when your mesh acts as a light emitter. IndigoEmitter has 2 shader defined: Meshlight and Exit Portal. Please refer to Indigo Manual for further information on each of them.
- IndigoMedium (Volume shader) needs to be used when a Specular or Glossy Transparent material has been defined. It has to be directly connected into the SpecularMedium port (or GlossyTransparentMedium port) to defined to medium contained inside the mesh. IndigoMedium has 4 different shaders defined: Basic (for SSS and no-SSS effects), Epidermis, Dermis and Atmosphere. Please refer to Indigo Manual for further information on each of them.
- IndigoSpectrum (Texture shader) could be plugged in all the spectrum ports available amond Indigo shaders (Material, Emitter, Medium, PhaseFunction) to give the user to define the color spectrum for each of the controlled parameters. Please refer to Indigo Manual for further information on each of them.
- IndigoPhaseFunction (Texture shader) should be used to define the SSS Phase Function and for this reason is used in conjunction with IndigoMedium.
A test scene (and the rendered image) is included to better explain what these few lines have tried to.
Please use the Feature Requests to give me ideas.
Please use the Support Forum if you have any questions or problems.
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