Search found 380 matches

Search found 380 matches
by zuegs
Thu May 10, 2007 6:37 am
Forum: Bugs and Requests
Topic: [BUG] Massiv waste of RAM!
Replies: 12
Views: 2860

what's about if indigo would only use a display buffer for the visible area. I mean if render is 6000x6000 but display window is only 800x600 it would be enogh to display the 800x600 part of the render image. Perhaps adding some scrollbars to the display window allows to scroll throug the rendered i...
by zuegs
Thu May 10, 2007 4:53 am
Forum: Blender
Topic: DEV-thread - Blendigo v0.7 - material-editor-exporter
Replies: 521
Views: 80725

Hi zsouthboy,
THX :D VERY :D MUCH :!:
It's the great support from the comunity that pushs me forward :D
So I like to forward a big thank to everyone that codes, uses and comments Blendigo!
by zuegs
Wed May 09, 2007 9:38 pm
Forum: Indigo News and Announcements
Topic: exporter .IGM material xml format
Replies: 41
Views: 17076

@sovakas: small other questions? when exporting materials with textures, do you copy all texture files to the same directory as the igm file or do you directly create a zip file with all inside ???
by zuegs
Wed May 09, 2007 9:34 pm
Forum: Indigo News and Announcements
Topic: exporter .IGM material xml format
Replies: 41
Views: 17076

no we don't need "uv_set" for import as maxigo also ignores it. So i will do the same for blendigo. Every importer should care himself to map UV maps after import. For me this is a good way do go if everyone is OK :wink: The other question was if it's possible to handle multiple uv-sets in blender, ...
by zuegs
Wed May 09, 2007 7:29 pm
Forum: Indigo News and Announcements
Topic: exporter .IGM material xml format
Replies: 41
Views: 17076

yup, will have a serie of console messages while import telling "feature XY not supported" :wink: :lol: I quite finished my XML parser that i will also use internaly for storing materials inside the blender scene file. So my material GUI will have to work directly with a "igm" like XML structure :ro...
by zuegs
Wed May 09, 2007 5:55 pm
Forum: Indigo News and Announcements
Topic: exporter .IGM material xml format
Replies: 41
Views: 17076

@suvakas: ok, if maxigo ignores the uv_set while import, i can write in what ever i want :roll: . So we can let this undefined and every exporter/importer has to reset/repair the uv_set himself. @wedge: It seems that the python interface of blender only provides on UV-set. In Blender itself you can ...
by zuegs
Wed May 09, 2007 8:12 am
Forum: Indigo News and Announcements
Topic: exporter .IGM material xml format
Replies: 41
Views: 17076

@suvakas, wedge, nick: concerning UV mapping in exported materials. Suvakas in your example files (btw thanks a lot for sharing) you used <uv_set>-none-</uv_set> . What is the reason for that? How the user can rematch the uv to the mesh in maxigo? [edit] I'am not sure if it wouldn't be better do agr...
by zuegs
Tue May 08, 2007 8:08 pm
Forum: Blender
Topic: DEV-thread - Blendigo v0.7 - material-editor-exporter
Replies: 521
Views: 80725

@mrCarnivore:
Thx for info, will check that asap...
by zuegs
Tue May 08, 2007 7:26 pm
Forum: Blender
Topic: DEV-thread - Blendigo v0.7 - material-editor-exporter
Replies: 521
Views: 80725

check blenders console output :wink: perhaps you forgot to setup the "indigowrapper.conf" file :wink:
by zuegs
Tue May 08, 2007 7:29 am
Forum: Blender
Topic: DEV-thread - Blendigo v0.7 - material-editor-exporter
Replies: 521
Views: 80725

i think it's not important if we have 1 or 2 variable-sets. 2 seems to be simplier i think. Soon i will come up with the XML library :D - then all material data are stored as indigo XML datablocks inside blender scene. So it will be possible to save or load "*.igm" material-files. 8) The access from...
by zuegs
Tue May 08, 2007 7:11 am
Forum: Blender
Topic: albedo problem (blendigo) please help.
Replies: 5
Views: 1801

in case it has nothing to do with blendigo (you/we can check the exported xml for correctness), indigo once had uv-mapping problem when face was lying in one of the base axis-planes (xy, xz, yz) or sometimes when camera was aligned along one of the base axis (x or y or z). I don't know if this was f...
by zuegs
Tue May 08, 2007 6:41 am
Forum: Blender
Topic: albedo problem (blendigo) please help.
Replies: 5
Views: 1801

Just for test, as i had similar effect long time ago too, try to give your wall a very small rotation and/or move it small bit out of the x,y,z-axis. Or try this with the camera too (small rotation and/or shit).
by zuegs
Mon May 07, 2007 8:30 am
Forum: Blender
Topic: DEV-thread - Blendigo v0.7 - material-editor-exporter
Replies: 521
Views: 80725

I checked code but there's still a big mix between "matRGB" and "matAbs", i'am not sure if this works correctly like this in every case. I suppose it's better realy recheck/rewrite the diffuse-color and specular-absorption stuff. Before both values used the same base "matRGB" with the advantage, whe...
by zuegs
Mon May 07, 2007 8:14 am
Forum: Indigo General Stuff
Topic: Question about mesh and bigger texture UV data.
Replies: 7
Views: 1817

i don't know how indigo interpretes norrmals when normalsmoothing is deactivated. If not you need 3 normals per vertex for a cube, for a sphere you need only one normal per vertex. The count of normals depends on the object and the 3d-modeler software. If you like the represent a vertex with 3 norma...
by zuegs
Sun May 06, 2007 8:57 pm
Forum: Indigo General Stuff
Topic: Question about mesh and bigger texture UV data.
Replies: 7
Views: 1817

I think UVs are related to faces. You have 12 faces with 3 points each, 12*3=36 matches your 36 UVs. Imagine that a vertex/corner of a cube has 3 faces connected and each face can have different UV for this corner. One problem u still have! the normals looks like your cube is a sphere :wink: for a r...
Search found 380 matches