Syntax error parsing Vec3?

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Silverman
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Syntax error parsing Vec3?

Post by Silverman » Wed Aug 06, 2008 4:28 pm


Regius wrote:
anybody knows what's this all about?

Fatal Error: IndigoDriverExcep: SceneLoaderExcep: syntax error while parsing Vec3
Stopped.

What's Vec3 ?
I hope someone knows. I'm getting it too. It seems to choke on the mesh. My model is a fluid simulation. :cry:

Indigo 1.1.7 Blendigo for 1.1.7 Windows Vista Q6600 4GB

Deus
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Post by Deus » Wed Aug 06, 2008 11:02 pm

It basically means that somewhere in your scene file a 1 0 0 for example triplet did not parse correctly. It is most likely due to a bug in the exporter

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CTZn
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Post by CTZn » Thu Aug 07, 2008 1:25 am

Shader stuff is already implemented in Blendigo ? To what extend ?
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Silverman
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Post by Silverman » Thu Aug 07, 2008 2:11 am

Deus wrote:It basically means that somewhere in your scene file a 1 0 0 for example triplet did not parse correctly. It is most likely due to a bug in the exporter
Yeah. More info:
It renders in Indigo 1.0.4 but with black blotches. Seems to be bad triangles generated by the particles in Blender fluid simulation. Blotches also show up in Luxrender.
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zsouthboy
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Post by zsouthboy » Thu Aug 07, 2008 3:19 am

It's normals, dude.

And it's normal for a fluid sim, as well :/

Some of the individual droplets are smaller than ray_nudge_distance across, it acts just like a reversed normal.

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Kram1032
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Post by Kram1032 » Thu Aug 07, 2008 4:33 am

look at the blackish drops and you'll notice that many of them look pretty cubic...
Post-bake-subdividing might help ;)

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Silverman
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Post by Silverman » Thu Aug 07, 2008 7:44 am

Thanks for the observations and suggestions. As I expected, the blotches were associated with "particles." Running the fluid simulation again with particles = 0 produced a clean image. I had included particles because I thought drops of liquid would look nice.

I tried post bake sub division and it crashed Blender. It ran out of RAM I guess, due to Windows limitations (using Vista 32bit with 4GB).

So the lesson learned is that if you plan to render a Blender fluid sim in Indigo, turn off the particles. :)

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Silverman
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Post by Silverman » Thu Aug 07, 2008 7:47 am

zsouthboy wrote:It's normals, dude.

And it's normal for a fluid sim, as well :/

Some of the individual droplets are smaller than ray_nudge_distance across, it acts just like a reversed normal.
Would that explain the error message about "Vec3" in Indigo 1.1.7? I think it might be that the Blender particles are not fully formed meshes.

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CTZn
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Post by CTZn » Thu Aug 07, 2008 8:26 am

Some of the individual droplets are smaller than ray_nudge_distance across, it acts just like a reversed normal.
Or they are just made of too few triangles, with the usual shading :)


Silverman, did you use shader stuff voluntarily ? How comes ?
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Regius
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Post by Regius » Thu Aug 07, 2008 8:38 am

My scene (see first post) does not contanin any fluids or particles. Still getting the Vec3 error. It is a complex scene, though. Maybe the exporter chokes.
I'm using Blendigo 117. If no one experienced the same error with other app/exporter then must Blendigo's fault.

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CTZn
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Post by CTZn » Thu Aug 07, 2008 8:53 am

Vec3 is an indigo thing anyway, its the name for a vector in 3d.

I'm asking again: each of my posts in this thread have the same implicit question, if not explicit :evil:
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zsouthboy
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Post by zsouthboy » Thu Aug 07, 2008 9:44 am

CTZn: he's not using a shader.

I've gotten the Vec3 errors myself and haven't touched them either.
It's like a failed export (I look through the .igs and it appears...interesting)

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CTZn
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Post by CTZn » Thu Aug 07, 2008 10:53 am

Thanks zsouthboy, I was dying ;)
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Silverman
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Post by Silverman » Fri Aug 08, 2008 2:31 am

Silverman wrote:
zsouthboy wrote:It's normals, dude.

And it's normal for a fluid sim, as well :/

Some of the individual droplets are smaller than ray_nudge_distance across, it acts just like a reversed normal.
Would that explain the error message about "Vec3" in Indigo 1.1.7? I think it might be that the Blender particles are not fully formed meshes.


zsouthboy is right. It isn't just particles. The much improved image after setting particles to zero in the Blender fluid simulation still has some black blotches. Must be the reversed normals problem. Unfortunately Blender crashes when I try to post-bake subdivide.

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