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    First try Indigo

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    • R Offline
      remus
      last edited by

      Skindigo 1.1.8 works with indigo 1.1.9.

      As for the noise, you might have a bit more luck if you use exit portals for the windows, these render a lot faster than just having sun light through windows.

      As for the post production thing, i think it depends a lot on how much work you put in to begin with. If you spend a long time gettign your textures perfect and getting the lighting just right (and set the camer up properly) you can achieve very good renders with very litle pp, at the other extreme, its often possible to rescue less than spectacular renders with some creative pp. Personaly i reckon its best to go for a mixture of the 2.

      http://remusrendering.wordpress.com/

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      • pugz1983P Offline
        pugz1983
        last edited by

        Thank you remus. Finally a fast answer to a question. Thanx for the tip about the exit portals. I.m going to have a look at the Indigo forum for soms tips about this. So Exit portals are a bit like sky portal in Kerkythea?

        Do you use the materials from the mat database on the Indigo site? Some work for me but sometimes I get an fatal error when using some. but the trouble is I dont know wich materials.

        But my biggest problem is Time. This rendering and modeling Business is very time consuming. I find it difficult to combine with my job and my Girlfriend. Haha.

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        • R Offline
          remus
          last edited by

          Personally i dont use materials for the DB for the reasons you mentioned. I think the problem is that some of them are from an earlier version of indigo where materials were written in a different format than materials are currently written in. Hopefully they will be converted at some point.

          I find it pretty easy to make my own materials, though, so i dont think its really anything worth worrying about.

          As for exit portals and sky portals, im not entirely sure what sky portals are, but they sound like they are the same thing.

          http://remusrendering.wordpress.com/

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          • FrederikF Offline
            Frederik
            last edited by

            Very nice..!! πŸ‘
            I'm sure that wall will look great once you apply a displacement map... πŸ˜‰

            Cheers
            Kim Frederik

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            • pugz1983P Offline
              pugz1983
              last edited by

              Thanks for the feedback frederik,

              Maybe you have some tips for this displacement mapping. This is new to me. Can i use the texture as displacement map or do I have to make a grayscale image?

              I' ve also noticed that the Indigi renders have a softer feel to them then my Kerkythea renders. Why? Is this in the settings? In my opinion Kerkythea has a clinical look with renders, to sharp.

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              • R Offline
                remus
                last edited by

                Displacement mapping is kind of like hard core bump mapping, so you do need a greyscale image. Youll also need the latest version of indigo/skindigo. You then just apply your diffuse texture as normal, then reverse the face and apply the displacement texture. If you then edit the diffuse texture and in the displacement section, put the texture you applied to the reverse face as the displacement map. Then set the displacement value (try something between 0.02 and 0.2.)

                http://remusrendering.wordpress.com/

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                • FrederikF Offline
                  Frederik
                  last edited by

                  @pugz1983 said:

                  Maybe you have some tips for this displacement mapping. This is new to me. Can i use the texture as displacement map or do I have to make a grayscale image?

                  Remus have already replied and I can't add anything further to this... πŸ˜‰

                  @pugz1983 said:

                  I' ve also noticed that the Indigi renders have a softer feel to them then my Kerkythea renders. Why? Is this in the settings? In my opinion Kerkythea has a clinical look with renders, to sharp.

                  Unfortunately I don't have any experience with Indigo myself, but I've also noticed this... 😐
                  I assume that Indigo have a kind of "bloom" filter build in... Very very gentle though...

                  Maybe others can shed some light on this...?!? πŸ˜•

                  Cheers
                  Kim Frederik

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                  • R Offline
                    remus
                    last edited by

                    Its a bit of a stab in the dark, but it might be the tone mapping presets whaat uses. Im guessing a lot of people dont mess about with them, so if theres a slight bloom built in then it would be present in a lot of skindigo renders.

                    http://remusrendering.wordpress.com/

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                    • pugz1983P Offline
                      pugz1983
                      last edited by

                      I've tried this displacement mapping in Indigo and this is the result. Still a few errors, but I think its already better then my first try. I screwed up the bumpmap for the floor. i've noticed I didn't use a greyscale for this.

                      http://www.freewebs.com/jet3d/indigo3displ.jpg

                      I'm struggeling with the lighting now. Lights realy take a lot more time to render 😞 . Any tips to speeds things up. I work with Kerkythea and Indigo

                      Greetz from Holland

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                      • R Offline
                        remus
                        last edited by

                        If your using kerkythea, id suggest switchint to a biased render method, if i remeber correctly theyre a lot faster for doing interior scenes (which is a lot of the reason your lights take so long to render.)

                        In indigo there isnt really a lot you can do other than sit it out. Oh, and if your using the latest version of indigo you can put all the lights on seperate layers nd adjust how powerful tey are while the renders going. Useful stuff πŸ‘

                        http://remusrendering.wordpress.com/

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