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Posted: Wed Jan 30, 2008 11:34 am
by Zom-B
Hey Pixie...
This problem is Indigo related no blame on Cindigo...
Sindce version 1.0.6 Indigo crashes if you try to render meshes with polygons with no surface...
Poorly your scene is full of such issues :?

I hope your modeled windows are instances, so you've only got to fix this one, and everything should work...

I also attached the small mesh, where the screenshots are taken from so you can check for yourself...

Posted: Wed Jan 30, 2008 12:04 pm
by Marcofly
ZomB, i tried a different approach:
-scaled the scene by 100 (the cube that you see in the middle is 200x200cm)
-selected all faces, retriangulate n-gons
-aligned normals..

it works! 8)

Posted: Wed Jan 30, 2008 12:53 pm
by pixie

Sadly they ainĀ“t instances... :(

I managed to handle it the way Marco said... there's lots of objects with this error, perhaps it's better to go back to 1.0.5 :S

Posted: Wed Jan 30, 2008 1:37 pm
by pixie
aaaaargggghhhh!!! My scene is full of those! :(

Some doesn't even react to the procedure... sigh

Posted: Wed Jan 30, 2008 2:16 pm
by Zom-B
Good Idea Marco... after reading this I tried and get it work this way:

2)optimize (all 3 checkboxes @ angel of 0)
3)align normals

it works too 8)

Ha ha pixie... you've learned 2 things today:

1) try to work as long using instances as possible, so corrections & small fixes can be applied fast.

2) Don't trust wicked mesh abnormalities, they will haunt you some day :twisted:

Posted: Wed Jan 30, 2008 10:10 pm
by fused
ZomB wrote:j) To Avoid Indigos crash "Normal was not unit Length" => a mesh with points at the same position causing an polygon without any surface! Cindigo needs an Point optimization on Export with a very high sensibility (to prevent mesh deformation). Here a very simple >Example Scene< of this (indigo) bug/limitation. There should also be all unused points removed on export, to prevent Indigos normalization attempts on them....

m) Perhaps its possible to save some OBJ filesize by not saving normal directions for the Polys on not Normal smoothed Meshes >link<. I'm maybe wrong, but perhaps it would be also possible to save only normal directions in the OBJ file for polys that are actually affected by Normal smoothing?! Maybe this tutorial from Spanki the author of the great OBJ importer Riptide for C4D can give some Informations about working with OBJ+C4D.
maybe i could help you get rid of this problem along with these two.

@zomB: thank you for the link but its pretty general and more like an explanation for the end user...

Posted: Wed Jan 30, 2008 11:15 pm
by fused
okay. fixed the thing.

for the next release:
polygons with area = 0 will be ignored on export.
unused points wont be exported.

edit: normals wont be exported anymore if normal smoothing is disabled.

Posted: Wed Jan 30, 2008 11:24 pm
by Marcofly
:D :D :D

Posted: Thu Jan 31, 2008 3:38 am
by pixie
Fused: Where can we download it? From this thread?

Posted: Thu Jan 31, 2008 3:55 am
by fused
sorry, you cant download it. it will be in the next release.

but if its urgent, i can send you a version with a fix for that issue tonight.

Posted: Thu Jan 31, 2008 5:04 am
by pixie
It's not THAT urgent but thanks anyway! :) It's that sometimes I've seen updates on thread and I wonder if that would be the case.

I hope you release it soon though... ;)

Posted: Thu Jan 31, 2008 6:20 am
by Azrael Crusader

Since hours I'm trying to solve some problems...

1.) Using a normal texture (e.g. a gradient or a stonemap...), but its not working! :evil:

2.) Blend maps... Seems like cindigo ignores my trials successfully... As far as I unterstood is the blend map like a alpha map... So i gave a material helper the blend option, a material and an alpha map... I've checked "alpha map" and throw the whole material (wich is just white although my Material 1 is red!) on my object behind an other material... And? Nothing... So I removed both and just used the alpha material... nothing...

I've seached tons of posts but I couldn't find out how...


Posted: Thu Jan 31, 2008 6:32 am
by fused

1.) texture paths only get exported if they are in a subpath of one of the "texture paths" definded in the preferences, or if you agree to copy the texture to the document location on loading it.

suxx, i know...

2.) looks like you have spotted a bug! the material gets exported right, but the exported object gets the "defaultMat" assigned. Will fix it. thanks!

sorry for you frustration :)

Posted: Thu Jan 31, 2008 6:36 am
by Azrael Crusader
Wooops... Do you want the scene? Or something else May be it is not bug but a mistake from a stupid user... :lol:

Posted: Thu Jan 31, 2008 6:41 am
by fused
yes... its actually not a bug, but im a stupid user :D (i forgot to assign the material to the object :roll:)

for me it works very well.

yes, please send the scene.