On Fri, Jun 12, 2009 at 8:43 AM, Timothy M. Shead<
tshead@...> wrote:
> Daniel:
>
> Indigo was never free in any way that mattered, so this is the risk you
> take in relying on non-free software. Your original post stated that "the
> one thing you needed" was Indigo support ... my assumption was that you
> were already using it for a specific project. Is that no longer the case?
>
I have been using SketchUp + Indigo for my projects for a while, but I
want to be free from needing a Win32 box for anything, therefore I
rather see K-3D + "any good unbiased renderer that is free" developed
to the point where I can to go to 100% FOSS tool chain.
I have two long term goals, one is selfish, building a house for my
family and the other more altruistic goal is to give these guys a full
FOSS tool chain,
http://www.openarchitecturenetwork.org/Indigo was free, only to a point, but also very high quality, but now
that I have played around with Luxrender I am sure that it is a far
better choice as well as being truly free.
I can carry on with the set-up I use here now, but would like to be
involved in getting K-3D talking to an unbiased renderer, ideally one
where Renderman shaders could be baked to textures and passed to it as
bitmaps. Splitting off the material definitions from the
lighting/rendering code also makes sense for creating GL texures for
game development tasks. i.e. a Renderman material could be the input
to one type of luxrenderer material, or GL material.
Renderman Material ... UV scan and call shader/s ... pass maps and UV
data along pipeline
It would also speed up the Renderman rendering for animations where
materials are not dynamic.
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