from Unreal Engine 5

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sger
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from Unreal Engine 5

Post by sger » Sat Oct 01, 2022 7:18 pm

?

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pixie
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Re: from Unreal Engine 5

Post by pixie » Tue Oct 04, 2022 3:14 am

unreal>blender>blendigo?

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sger
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Re: from Unreal Engine 5

Post by sger » Fri Oct 07, 2022 10:53 am

thank you, what the latest blender works with indigo?

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Zalevskiy
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Re: from Unreal Engine 5

Post by Zalevskiy » Fri Oct 07, 2022 6:42 pm

Blender 3.2 (probably also 3.3)

One caveat, you will need to download blendigo from the repository, here the newest beta version of the plugin (code => download zip) will also need to run with administrator rights on some versions of windows

https://github.com/glaretechnologies/blendigo



I noticed that blendigo exports a shorter igm code and displays the white point more correctly. Before that I used c4d exporter for many years.

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sger
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Re: from Unreal Engine 5

Post by sger » Sat Oct 08, 2022 7:08 pm

Great it works. Thank you very!
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2022-10-08_100127.png
2022-10-08_095739.png

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sger
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Re: from Unreal Engine 5

Post by sger » Sun Oct 09, 2022 3:33 am

there is some problem - I can't find indigo materials :(

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Zalevskiy
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Re: from Unreal Engine 5

Post by Zalevskiy » Sun Oct 09, 2022 11:28 am

try using an external material library (yes this not user friendly, but I don't know any other way, blendigo developers don't prioritize making accessible UI) :mrgreen:

IndigoMatdb 4.6.0 - 4.6.2
https://drive.google.com/drive/folders/ ... sroPvmfPhe
IndigoMatdb_m.jpg
as I have free time convert the old library of materials scale to blender (441 of 1184 materials done) within a month, the offline library will be filled with updated correct bump materials for blendigo



example left image rendered by double click with indigo preview or right image rendered with blender export IMPmatdb-corrected-base-bump
c4d_vs_blender.jpg


I also noticed a bug with transparent textures for the blend mode, for correct operation they must be converted to a black white image without an alpha channel

and there were crashes if you use 1 identical image for different layers bump / normal / roughness / matA / matB
solution = apply for each layer a copy of the image

Bug:

blend: texture.jpg
roughness: texture.jpg
bump: texture.jpg
normal: texture.jpg (looped 1 texture)
...


Ok:

blend: texture.jpg
roughness: texture_copy1.jpg
bump: texture_copy2.jpg
normal: texture_copy3.jpg
...

ps despite all these perversions, for me personally, indigo is the best engine for rendering hyper realistic art :D
Attachments
2022-10-09_090717.jpg
blendigo external material

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sger
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Re: from Unreal Engine 5

Post by sger » Sun Oct 09, 2022 5:10 pm

ok! I am just beginning to understand..

but there problems with blender :( and how to convert the old library of materials

ps: it is c4d

ps2: I had downloaded IndigoMatdb - big work!
Attachments
001.rar
(10.46 MiB) Downloaded 1508 times
WhySky_01.jpg

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sger
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Re: from Unreal Engine 5

Post by sger » Sun Oct 09, 2022 9:53 pm

a first approximation w Blender
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w_01.Scene_02_ash.png

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Zalevskiy
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Re: from Unreal Engine 5

Post by Zalevskiy » Sun Oct 09, 2022 10:56 pm

nice commercial image turned out! :)

for a better result, you need to correctly export the mesh from Rhino, it should ideally have a square mesh and apply the Subdivision Surface modifier to the blender (example settings IMPmatdb.blend)

I didn’t fully understand how to get a square mesh from 3dm grabcad correctly, but I got an ideal mesh if I draw curves from scratch in Rhino by connecting from a loft and export to obj / fbx. I usually have triangular elements in my mesh when exporting, which has a rather negative effect on the result of rendering with indigo.

7:50
https://www.youtube.com/watch?v=_rE8lsKdd6E

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sger
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Re: from Unreal Engine 5

Post by sger » Mon Oct 10, 2022 9:08 pm

a second..

in Alias 2023 appears a new function export SubD it works with Rhino7 that's cool!

ps: render with c4d more nicely :)
Attachments
WhySky_01_ashampoo.png
bottle6_export_sbd_2.rar
(91.9 KiB) Downloaded 1509 times
w_01.Scene_06.png

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sger
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Re: from Unreal Engine 5

Post by sger » Mon Oct 10, 2022 11:11 pm

ue5
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image011.jpg
image04.jpg
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image02.jpg

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Zalevskiy
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Re: from Unreal Engine 5

Post by Zalevskiy » Fri Aug 04, 2023 4:57 am

solution to correct normals when importing into Blender 3.5.1 > Indigo Renderer

https://www.autodesk.com/developer-netw ... r-archives


Softimage 2015 R2-SP2 > Collada DAE > Autodesk FBX Converter x64 2013 > Blender 3.5.1


Softimage/XSI:

☑️ Apply Subdivision To Meshes
☑️ Export Tangents and Binormals as Vertex Colors


as you can see from the screenshot, in some situations auto smooth on the Blender screen is not the same as in the Indigo Renderer engine
Attachments
xsi_crosswalk_dae_settings.png
xsi_blender_smooth.png

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pixie
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Re: from Unreal Engine 5

Post by pixie » Fri Aug 04, 2023 8:39 pm

Nice Tests!

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