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Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 3:22 am
by StompinTom
OnoSendai wrote: Hi Tom,
A few things:
It looks like a Blendigo issue, not Indigo issue per se.
Also, we're not psychic, so don't expect us to fix issues if they are not reported. We're happy to fix issues, but they need to be posted to the 'bugs and requests' forum. (Apologies If I have missed an existing error report somewhere)
No disrespect intended at all, just a bit of light whining about things that trip me up. Will bug Doug about it, though :)
OnoSendai wrote:Also, Indigo is not crashing in this case. It's displaying a nice error message, which is a lot different from crashing.
If you send us a blender file showing this issue, we can look at it.
Yep, meant 'doesn't let you render' instead of 'crashing'. Wrote quickly, thought slowly.

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 4:04 am
by Oscar J
Removing unused materials worked fine, thanks again! :D

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 6:18 am
by Oscar J
Please help me, before I break something. :evil: I just want a texture on that window or whatever it is, but if I assign the texture to the material, blender refuses to export my scene. I've tried deleting the window and build it up again, deleting and redoing the material, as well as making a new texture in another file format.

Thanks,

OJ

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 6:29 am
by Headroom
Make sure your window is a solid 3-dimensional pane of glass and not just a single plane.

You can assign a material to an object with an image texture in the "color" channel for the diffuse, or albedo texture. There are other channels for bump and displacement that also accept a image based textures.

However, you need to UV-Map your meshes before it does anything.

If you could describe what you want that window/texture to do I could possibly provide a more specific answer.

Also before you really start breaking stuff, I believe there still is an Indigo but that prevents simple Pathtracing to work properly with Exit Portals. So use Bidirecrional Pathtracing with interior scenes and Exit Portals. Unless of course you have geometry that you have placed outside of the buildings and want to see it through the windows. In that case you also need to work without the benefit of Exit Portals and just wait longer for your scene to clean up.

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 6:58 am
by Oscar J
I want it just to be a softly emitting plane, with a texture on it. Maybe these images can explain it better. :oops:

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 7:18 am
by Headroom
I cannot verify what I am writing as one of my kids is in front of the computer and I have been demoted to use the iPad :lol:
I believe in that case you only really need to use a single pane with the surface normal pointing into the room or into the direction you want the light emitted to.
The next thing is that you don't need to put the texture in the material color channel but I believe in "material emission" instead of "color" you will also be able to select " texture" and that is where you emitting texture should go.

You still may need to uv- map the plane so,Indigo knows how to position the plane in reference to the image texture.

You made it this far already. Don't give up!

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 7:27 am
by Oscar J
Thanks, I tried that, but now it started crashing on me instead. I'll download another version of blender to see if I can make it run more stable.

Edit: It din't work. The problem is still there, blender refuses to export the scene.

Code: Select all

[Indigo 2012-Apr-01 21:40:16] Mesh Export: Plane.010
[Indigo 2012-Apr-01 21:40:16]  -> /private/var/folders/V3/V3qBdgKkGMG5aAuzDXXNtU+++TI/-Tmp-/Indigo_2_2_6/Scene/00001/Plane.010.igmesh
[Indigo 2012-Apr-01 21:40:16] Mesh Export: Plane.023
[Indigo 2012-Apr-01 21:40:16]  -> /private/var/folders/V3/V3qBdgKkGMG5aAuzDXXNtU+++TI/-Tmp-/Indigo_2_2_6/Scene/00001/Plane.023.igmesh
[Indigo 2012-Apr-01 21:40:16] Mesh Export: Plane
[Indigo 2012-Apr-01 21:40:16]  -> /private/var/folders/V3/V3qBdgKkGMG5aAuzDXXNtU+++TI/-Tmp-/Indigo_2_2_6/Scene/00001/Plane.igmesh
[Indigo 2012-Apr-01 21:40:16] Light layer 0: default
[Indigo 2012-Apr-01 21:40:16] Export lamps
[Indigo 2012-Apr-01 21:40:16] Exported used materials
[Indigo 2012-Apr-01 21:40:16] Exported 39 meshes
[Indigo 2012-Apr-01 21:40:16] Exported 49 object instances to /private/var/folders/V3/V3qBdgKkGMG5aAuzDXXNtU+++TI/-Tmp-/Indigo_2_2_6/Scene/00001/objects.igs
[Indigo 2012-Apr-01 21:40:16] 'ascii' codec can't encode character '\u0308' in position 59: ordinal not in range(128)
:cry: *sobbing*

Thank you for being so helpful Headroom, if you're fed up with my newbie questions, then you're disguising it very well. :roll:

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 7:44 am
by Headroom
You could post the scene unless you are very partial to it. zip and attach it to a post if its not too big.
What crashed, Blender or Indigo ?

You can also may be able to see in the console at what point in the export the crash happened, assuming it was Blender that crashed.

Versions other than Blender 2.61 ( not 2.60 or 2.59 etc.) may not work with Blendigo 3.2.6. 2.62 may work but I have not tried it. The reason is that the Blender developers are still changing the python API that all Blender scripts including Blendigo rely on.

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 7:53 am
by Headroom
Just seeing your edit now. This may be simply the exporter having a problem deciphering the path to your image.

Just put it on the desktop to see if that's the problem. If the image is not too large you can also pack it into a blender internal texture and that way don't have to worry about where it is located on your hard drive.

In order to do that you switch the render engine from Indigo to Blender Internal and start making a normal Blendere Image texture and there pack the image into the Blender file. Then switch back to Indigo as the render engine and when definiight the emitter material you wil be able to choose that texture instead of having to select a specific image file. This is a very handy feature of the new exporter!

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 8:10 am
by Headroom
Just tested it out after being able to access my iMac again. It should work as I described above with the texture in the material emission channel.

Keep asking question as these are a very good guide on what would be important in the documentation or in a tutorial :wink:

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 8:16 am
by Oscar J
It's very nice indeed, I missed that in the old version. I already tried that though, without success. :(

I've started ragemodeling an Artega GT sport car, it help's me calm down. :lol: Let's see if I can render it in Indigo when I'm finished.

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 8:33 am
by Headroom
That is indeed frustrating! I was hoping to see one of these fabulous car models rendered in it's full beauty by breakfast tomorrow :mrgreen:

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 9:08 am
by Oscar J
I'll see what I can do :wink:

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 9:13 am
by Headroom
To get a HDRI imported into Indigo I believe you need to assign it to a Blender Hemi lamp, which will allow you to rotate the hdri to your desired position.

In case you get there :lol:

Re: Oscar's rendering thread

Posted: Mon Apr 02, 2012 11:19 am
by Oscar J
I didn't manage to get a HDRI working, but I'll get back to it tomorrow, and I'll try to do a two-layer car paint as well. This will have to do for now though. :) Indigo is actually pretty fast with the GPU working the render time was about 9 minutes.

Comments and tips are welcome!