Please download: Indigo4Houdini on the Exchange
"The README" said:
Author: Jason Iversen, firstname.lastname@example.org
Indigo Renderer, v1.0.7+ required, http://www.indigorenderer.com
Houdini 9.1+ required, http://www.sidefx.com
For reference on the development of this stuff, and to report bugs or lavish praise, please see:
Installing Indigo for Houdini.
You are required to install the indigo soho components in a location along the $HOUDINI_PATH.
It looks like $HOME/houdini9.1 is guaranteed for simple Windows installations of Houdini.
Unzip the .zip archive into your $HOME/houdini9.1 directory.
Warning: if you have the file $HOME/houdini9.1/soho/parameters/SOHOparameters from
another 3rd render pipeline, these will have to be merged.
As for Indigo setup, install Indigo anywhere you like and you can either set an environment variable
called "$INDIGO_PATH" to the Indigo.exe executable, or you can edit the run_indigo.py and customize
the executable location. If so, open the file $HOME/houdini9.1/scripts/python/run_indigo.py and edit it.
The $TEMP environment variable should be set already but this is just a location to write the temporary
.igs scene file to.
You must install the indigo.otl Operator Type Library, and the easiest GUI method of doing this is to go
to the File > Install Digital Asset Library and browse for it and click Accept.
There are several new operators defined in the indigo.otl library:
Objects > Indigo Light : the native Indigo light.
SHOPs > Indigo * : all the shaders and their settings.
ROPS > Indigo : the render settings exist here.
Look under 'Edit Rendering Parameters' on any node and browse through the available rendering switches
and settings that can be added to customize your output.
Indigo can also only render polygon triangles. NURBs, Primitive, Quads, etc will not render.
Either make your Generator SOPs (Sphere/Torus/etc) output Triangles or Alternating Triangles or
follow all your geometry with a Convert and a Divide. The SOHO pipeline cannot perform conversions
or tessellation of geometry for you.
There are two types of shaders: "shaders" and "mediums". All the Mediums start with "Indigo Medium: ..."
Mediums can be referred to by Shaders. If you go to your network Display Options ('d' over the
Network), you can turn on Dependency > Show Local Dependency Links and you'll see some nice
wires connecting these nodes.
Indigo cannot render motion blurred images, so don't worry about it:)
By default the camera will auto-focus on the object in the center of the frame. The 'fstop' parameter on the
Camera will control the depth of field still. You cannot shut off depth of field rendering in Indigo, only
reduce it as you would if you were shooting with a real camera. To set your focus distance manually, add
the Rendering Parameters under the "Indigo > Camera" folder. Here you will see more optional parameters that
can be defined per Camera, such as "Autofocus", "Bloom", etc.
The Indigo Light is a fully defined light source which should support all the options that Indigo can. Be
aware that if you use an HDR, it must be an EXR format file and must be in a latlong representation. Indigo can
also support .float spherical files but the exporter doesn't handle this currently. The pipeline will also try
to convert (wrangle) normal Houdini Lights into Indigo too, mapping the parameters as best it can.
KNOWN ISSUES YOU SHOULD KNOW ABOUT and things TODO:
* The pipeline does not support Materials
* The pipeline does not yet support shaders applied by the Shader SOP.
Geometry needs to split into seperate Models for Indigo. This is called "partitioning" in SOHO.
* Currently we invoke Indigo.exe, which will render forever until you terminate it. The ROP needs to
support invoking Indigo.exe or indigo_console.exe with a time cutoff and output image name.
* Need to support the "background" light type.
* Need to support .float files for Environment Maps.
Please make lots of suggestions, fix bugs and that's it!