(totally outdated !) Blender to Indigo photorealistic grass

Tutorials/guides/tips on how to use Indigo and the Indigo exporters
chimeric
Posts: 6
Joined: Mon Nov 26, 2007 4:13 am

Post by chimeric » Mon Dec 17, 2007 5:04 am

Hey,

its Blendigo v1.0.1 and Blender 2.45

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Mon Dec 17, 2007 6:33 am

I didn't ask for blender, but for Indigo^^
Blendigo supports blends, directly in Blender, now ;)
You should try to use Blendigo 1.0.4 and Indigo 1.0.4 :)

chimeric
Posts: 6
Joined: Mon Nov 26, 2007 4:13 am

Post by chimeric » Mon Dec 17, 2007 7:02 am

Kram1032 wrote:I didn't ask for blender, but for Indigo^^
Heheh, true, true...
Kram1032 wrote: Blendigo supports blends, directly in Blender, now ;)
You should try to use Blendigo 1.0.4 and Indigo 1.0.4 :)
Really? Nice, will try it...

Thanks

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Mon Dec 17, 2007 7:38 am

no problem :)

You'll need to create three materials.
One as material A
One as material B
and one Blendmat ;)
The Blendmat should be the one, that 's used on the mesh :)

chimeric
Posts: 6
Joined: Mon Nov 26, 2007 4:13 am

Post by chimeric » Mon Dec 17, 2007 7:45 am

Ok ,just got it!! Thank u very much for instant replys!

pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

blendigo explanation???

Post by pxl666 » Fri Dec 28, 2007 10:44 am

hi guys
i tried to get this done in blendigo - i failed...
my goal is to create a fire in fireplace which will be the lightsource and have alphachannel - for i want to get rig of black around my flames. i created an alpha for my photo of a fire - and blended it in several combinations using blendigo's "blend" matt, but none of this worked...any help??

i posted my files so u can tell if im doing something wrong
Attachments
Various0156_9_L.jpg
here's my fire
Various0156_9_L.jpg (723.18 KiB) Viewed 6433 times
Various0156_9_L_alpha.jpg
here's my alpha
Various0156_9_L_alpha.jpg (346.97 KiB) Viewed 6434 times

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Fri Dec 28, 2007 11:00 am

Your problem is, that Indigo can't blend lightsources. Emitters aren't materials.
Ono's working on that, or at least, he WILL work on it...
For now, you'll need to cut out your mesh yourself and map the fire correctly on it ;)

pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

Post by pxl666 » Fri Dec 28, 2007 10:52 pm

hm yea i got that before - but even if i don't want an emitter i still can't get material with alpha with blendigo...how to set it up correctly? i have three materials - fire , alpha , and blend. blend goes on the mesh and the two go on their respective slots. right? what about blendmap? what i do wrong?

ryandaniels
Posts: 38
Joined: Sat Jan 19, 2008 3:13 pm

Post by ryandaniels » Sun Jan 20, 2008 12:26 pm

Um, am I missing something? There is no way my computer could handle that many objects.

Sorry for bump.

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Mon Jan 21, 2008 12:08 am

Um, am I missing something?
I don't see any part, where a computer needs to handle so many things...
Sorry for bump :P

So, ok.
3 mats, 1 blend and 2 to blend with the blend. 1 map.
That's fine :) - Though, you don't need an own alpha: Blendigo should allow you by default to use a NULL material...
And there should be exactly one texture slot where your map should go in ;)

Roger
Posts: 94
Joined: Sat Sep 16, 2006 4:56 am
Location: The Netherlands
Contact:

Post by Roger » Sat Feb 09, 2008 8:51 am

I see you wanted to have the flames as a lightsource, and be cut out by the b/w alpha map. I read that's not possible though I did tried to use the color map as a light source and that works fine (I think).
Image
I know read the tutorial on making those matrix light-emitting boards, and their approach is using blend material, is this not the same? Using a texture with emit? Am I wrong?
Sander "Roger" Wit
The Netherlands

quibodi
Posts: 7
Joined: Thu Oct 18, 2007 11:34 pm

Post by quibodi » Tue Apr 01, 2008 8:45 am

Hi, i did the tutorial with Indigo 1.0.5.2 and Blendigo 1.0.5b.
I noticed a strange behavior: When the sun shines in the same direction as the camera looks, the shadow of the plane is rendered. When the sun shines in the opposite direction, everything is OK. Any ideas?
Attachments
im1206992998.png
sun shines in the same direction as the camera looks
im1206992998.png (163.18 KiB) Viewed 5669 times
im1206993094.png
sun shines in the opposite direction as the camera looks
im1206993094.png (131.29 KiB) Viewed 5665 times

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Tue Apr 01, 2008 8:55 am

Oh, that's interesting...
But I guess, it results in the fact, that the lightpath is *far* simpler in the upper case than in the lower one...
One fix exists: Turn off BiDir ;)

quibodi
Posts: 7
Joined: Thu Oct 18, 2007 11:34 pm

Post by quibodi » Tue Apr 01, 2008 9:09 am

It works fine without "bidirectional"

Thanks!

titor
Posts: 4
Joined: Sat Jun 14, 2008 11:48 am

Post by titor » Sat Jun 21, 2008 4:37 am

Hey everyone, i ran across this tutorial and experienced some problems.
When i come to the part with uv-mapping, i got an error, I press the F key and then my image in uv/image editor just vanishes.
Any idea ?

Post Reply
76 posts

Who is online

Users browsing this forum: No registered users and 16 guests