Blender2indigo 0.62beta1

Announcements, requests and support regarding the Blender Indigo export script
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jurasek
Posts: 247
Joined: Sun Jun 25, 2006 11:23 pm
Location: Poland

Post by jurasek » Thu Jan 04, 2007 11:08 am

u3dreal wrote:
make sure your path is some like " /home/jarsek/indigo "
no / at the end.

i should work works well here on kubuntu..
hm..in my .conf file there is no / at the end.

greetz,
jur

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Silverman
Posts: 65
Joined: Sat Nov 25, 2006 11:05 am
Location: Chico, CA USA
Contact:

Post by Silverman » Thu Jan 04, 2007 7:19 pm

Windows please! :cry: :?

zuegs
Posts: 380
Joined: Tue Jun 27, 2006 5:46 pm
Location: switzerland

Post by zuegs » Thu Jan 04, 2007 10:15 pm

Hi u3dreal

Very nice new features! :shock: :D I like the new "W/m^2" very much, great idea :D

I think we should use the "amulti" relation also for other light-types as <peak> and <rgb>. Also I like to reput the "7.5659e-16*pow(mat0.amb*10000, 4)" part in the <blackbody>-lights. This makes energie independent of "temperature".

Here what i suggest to change in "exportObject()":

Code: Select all

			emesh = Blender.Mesh.Get(meshname)
			faces = emesh.faces
			farea = 0.0
			amulti = 1.0
			for face in faces:
				farea += face.area 
			if farea > 0:
				amulti = 1/farea
			
			str += "\t\t<spectrum>\n"
			if (mat0.translucency > 0):
				str += "\t\t\t<peak>\n"
				str += "\t\t\t\t<peak_min>%.4g</peak_min>\n" %(mat0.translucency*1000)
				str += "\t\t\t\t<peak_width>%.4g</peak_width>\n" %(mat0.amb*1000)
				str += "\t\t\t\t<base_value>0</base_value>\n"
				str += "\t\t\t\t<peak_value>%.4g</peak_value>\n" %(mat0.emit*1e9*amulti)
				str += "\t\t\t</peak>\n"
			elif (mat0.translucency == 0 and mat0.amb > 0):
				str += "\t\t\t<blackbody>\n"
				str += "\t\t\t\t<temperature>%.0f</temperature>\n" %(mat0.amb*10000)
				str += "\t\t\t\t<gain>%.10f</gain>\n" %(mat0.emit*1000*amulti/(7.5659e-16*pow(mat0.amb*10000, 4)))
				str += "\t\t\t</blackbody>\n"   
			elif (mat0.translucency == 0 and mat0.amb == 0):
				str += "\t\t\t<rgb>\n"
				gain = mat0.emit*1e9*amulti
				str += "\t\t\t\t<rgb>%.3f %.3f %.3f</rgb>\n" %(mat0.R*gain, mat0.G*gain, mat0.B*gain)
				str += "\t\t\t</rgb>\n"

zuegs
Posts: 380
Joined: Tue Jun 27, 2006 5:46 pm
Location: switzerland

Post by zuegs » Fri Jan 05, 2007 12:29 am

I just checked the Stefan-Boltzmann Law again and found that I mixed up the formulas for thermal radiation "inside blackbody" and "on surface of a black body". So the factor for blackbody thermal compensation should be somthing like 5.6704E-8*pow(T,4) :oops:

zuegs
Posts: 380
Joined: Tue Jun 27, 2006 5:46 pm
Location: switzerland

Post by zuegs » Fri Jan 05, 2007 1:23 am

Hi u3dreal,

here my current suggestion for meshlights:

Code: Select all

			emesh = Blender.Mesh.Get(meshname)
			faces = emesh.faces
			farea = 0.0
			amulti = 1.0
			for face in faces:
				farea += face.area 
			if farea > 0:
				amulti = 1/farea
			amulti *= 1e9  # sky-light compensation (because sky-gain currently dont work)
			str += "\t\t<spectrum>\n"
			if (mat0.translucency > 0):
				str += "\t\t\t<peak>\n"
				str += "\t\t\t\t<peak_min>%.4g</peak_min>\n" %(mat0.translucency*1000)
				str += "\t\t\t\t<peak_width>%.4g</peak_width>\n" %(mat0.amb*1000)
				str += "\t\t\t\t<base_value>0</base_value>\n"
				str += "\t\t\t\t<peak_value>%.4g</peak_value>\n" %(mat0.emit*amulti)
				str += "\t\t\t</peak>\n"
			elif (mat0.translucency == 0 and mat0.amb > 0):
				str += "\t\t\t<blackbody>\n"
				str += "\t\t\t\t<temperature>%.0f</temperature>\n" %(mat0.amb*10000)
				str += "\t\t\t\t<gain>%.10f</gain>\n" %(mat0.emit*100*amulti/(5.6705e-8*pow(mat0.amb*10000, 4)))
				str += "\t\t\t</blackbody>\n"   
			elif (mat0.translucency == 0 and mat0.amb == 0):
				str += "\t\t\t<rgb>\n"
				gain = mat0.emit*amulti
				str += "\t\t\t\t<rgb>%.3f %.3f %.3f</rgb>\n" %(mat0.R*gain, mat0.G*gain, mat0.B*gain)
				str += "\t\t\t</rgb>\n"
			str += "\t\t</spectrum>\n"

User avatar
u3dreal
Posts: 346
Joined: Sun Jul 02, 2006 10:36 am

Post by u3dreal » Fri Jan 05, 2007 1:30 am

Cool Zuegs !!!

i'll add that ;) great finally someone to work with...:D

I didn't quite understnand and then i found out that
maxwell doesn't have such a compensation i thought i'll drop it..
but it is very nice btu is it physical correct as a 3000K light bulb
seems lower than a 6500K lanp .. or well it's still thecase.

RGB Color emittance is alos bery good..;)
How should we handle spectrum..gain.?

I was always on my own with the max exporter...
Now "we" can improve this baby even futher ...

One thing that seems also broken is the registry write .. nothing
gets written in the conf file so nothing gets saved..
i tested it with a small script and it worked without problems..
but somehow inside the exporter in won't work..

this would also be very important.

cheers

u3dreal ;)

User avatar
u3dreal
Posts: 346
Joined: Sun Jul 02, 2006 10:36 am

Post by u3dreal » Fri Jan 05, 2007 2:07 am

I also would suggest to use a *2 multiplier for the peak emission to better fit with blackbody and rgb..

cheers

u3dreal ;

User avatar
u3dreal
Posts: 346
Joined: Sun Jul 02, 2006 10:36 am

Post by u3dreal » Fri Jan 05, 2007 2:09 am

Silverman wrote:Windows please! :cry: :?
click on "here it is " !!!!!!!!!!!!!!!!!

cheers

u3dreal ;)

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Pinko
Posts: 58
Joined: Wed Aug 09, 2006 11:06 pm
Location: Italy

Post by Pinko » Fri Jan 05, 2007 2:18 am

very good work u3dreal I like that the indigo program start on button click but i dont understand where i can set the power of light emission...
excuse for my poor english
Pinko. :?

zuegs
Posts: 380
Joined: Tue Jun 27, 2006 5:46 pm
Location: switzerland

Post by zuegs » Fri Jan 05, 2007 2:21 am

u3dreal wrote:but it is very nice btu is it physical correct as a 3000K light bulb
seems lower than a 6500K lanp .. or well it's still thecase.
Without blackbody compensation, a 3000K lamp is about 20 times darker that a 6500K lamp. With compensation, there are quite the same (3000K is still a bit less bright).

Note that RGB lamp use also "emit" value as multiplier... so you can set the light-color in "Col" and adapt the luminance with "emit".

For Peak-light you can add a multiplier... in documation there's noted that values in RGB-lights and peak-lights are of "W/m^2" unit so i thought that they should act equal :roll:

regards zuegs

Phil
Posts: 154
Joined: Mon Nov 06, 2006 2:22 am
Location: St. Wendel, Germany

Post by Phil » Fri Jan 05, 2007 2:54 am

Hi all,

u3dreal wrote:
Quote:

Thats a know problem .... maybe you can find a solution
the " won't help.. ;(

install blender to none " " space dir..
Putting something like this in the wrapper should help:

Code: Select all

'\"C:/Program Files/monExe.exe\"'
Sorry I can not test this today.

Regards, Phil

User avatar
jansan
Posts: 78
Joined: Sun Jul 02, 2006 3:52 am
Location: Dominican Rep.

Post by jansan » Fri Jan 05, 2007 3:27 am

Thankssssssssssss u3dreal ........Excelente.......... your work

Finally I can do renders in Indigo from Blender Very many thanks

User avatar
u3dreal
Posts: 346
Joined: Sun Jul 02, 2006 10:36 am

Post by u3dreal » Fri Jan 05, 2007 3:45 am

zuegs wrote: For Peak-light you can add a multiplier... in documation there's noted that values in RGB-lights and peak-lights are of "W/m^2" unit so i thought that they should act equal :roll:
regards zuegs
well you still have to check the global exposure for that ..
and there i use a value of 0.5 so with *2 it should be correct.

i calibrated the exposure with the sunny 16 rule..
So you should have 1/100s fstop16 iso100 and get a well exposed result..

cheers

u3dreal ;)

User avatar
u3dreal
Posts: 346
Joined: Sun Jul 02, 2006 10:36 am

Post by u3dreal » Fri Jan 05, 2007 1:56 pm

radiance wrote:so gamma dominates both texture and rgb ?
i often need different values for each one... (as with the previous exporter versions)
radiance
When do you need this ??? it'S no prob to add but the
only case i could imagine is when i have pre corrected tectures..

cheers

u3dreal ;)

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u3dreal
Posts: 346
Joined: Sun Jul 02, 2006 10:36 am

Post by u3dreal » Fri Jan 05, 2007 5:08 pm

Okie ;)

cheers

u3dreal ;)

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