Indigo 0.7F exporter here! Features added/Comments welcome!

Announcements, requests and support regarding the Blender Indigo export script
Wedge
Posts: 441
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Location: East Coast, USA

Post by Wedge » Sun Mar 11, 2007 5:58 pm

Paulo: The 6t6b1 script will pass as an old script if you have not previously downloaded this one. From what I know it had roughly the same export times as version 7t5 until the optimizations. I made my big scene with a 100x100 uvsphere subsurfed and some other uvspheres and a plane, it was quite a basic scene. I consider it a 'lab' created test since I would assume a big scene to have detailed meshes and not huge uvspheres. But then again, I don't know if it matters what kind of object it is. They will all have coordinates, although uv wrapped meshes will have extra coordinates when compared to non uv wrapped meshes.

At any rate, I don't want to cause any tasks for anyone else just thought I would ask in case someone had a big scene sitting on their hard drive, and an older script from here or still was also using Indigo 06. (and therefore had everything they needed to perform this test) Although now days, I guess the cpu are quite fast and I have not waited much over two minutes to export my scenes. And I own a AMD Barton 2.1ghz which is pretty old when compared to the computer market now days.

My beach house would have been a good test but recently I optimized it with instancing, and that was after I had made numerous other optimizations to it.....now it exports too fast... :)

Thanks for your offer Paulo.

Tobak: I am glad to see you solved your problem. :)

IanC: I forgot to ask, about your fixed normals problem. I'm glad it is fixed. Did the exporter fix it automatically?
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Wedge
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Location: East Coast, USA

Post by Wedge » Wed Mar 14, 2007 4:53 pm

Updated to support large meshes. I just exported a 636k FA 636k VE sized uvsphere. Between exporting and loading in Indigo it was at about 1.6GB so I recommend you have a lot of memory to do something like this. I am running 2GB in my computer.

Update: Moved notes to front page.

Some other things were changed: whitespace was removed from mesh data, fixed save animation feature (it was grabbing frame 1-4 when you tell it to grab 1-5), some other things I can't remember...

Enjoy!
Last edited by Wedge on Thu Mar 15, 2007 6:18 pm, edited 1 time in total.
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Mute
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Location: Nantes - France

Post by Mute » Thu Mar 15, 2007 5:14 am

Wedge: Thanks for the the Iconv error, but I always have a white render :oops:

this is a simple scene with a cube
I don't find the error

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<scene>
	<renderer_settings>
		<width>800</width>
		<height>600</height>
		<metropolis>true</metropolis>
		<max_num_consec_rejections>1000</max_num_consec_rejections>
		<bidirectional>false</bidirectional>
		<logging>false</logging>
		<save_untonemapped_exr>false</save_untonemapped_exr>
		<save_tonemapped_exr>false</save_tonemapped_exr>
		<halt_time>-1</halt_time>
		<image_save_period>20</image_save_period>
		<num_threads>1</num_threads>
	</renderer_settings>

	<tonemapping>
		<reinhard>
			<pre_scale>8.000000</pre_scale>
			<post_scale>1.000000</post_scale>
			<burn>15.00</burn>
		</reinhard>
	</tonemapping>

	<background>
		<spectrum>
			<rgb>
				<rgb>0.000 0.000 0.000</rgb>
			</rgb>
		</spectrum>
	</background>

	<material>
		<name>Default</name>

		<diffuse>
			<colour>1 1 1</colour>
		</diffuse>
	</material>

	<camera>
		<pos>7.4811 -6.5076 5.3437</pos>
		<up>-0.3174 0.3125 0.8953</up>
		<forwards>-0.6549 0.6107 -0.4452</forwards>
		<aperture_radius>0.002</aperture_radius>
		<focus_distance>0.00</focus_distance>
		<aspect_ratio>1.33</aspect_ratio>
		<sensor_width>0.035</sensor_width>
		<lens_sensor_dist>0.0383</lens_sensor_dist>
		<white_balance>E</white_balance>
		<autofocus/>
		<bloom>
			<weight>0.000</weight>
			<radius>0.000</radius>
		</bloom>
	</camera>

	<plane>
		<normal>0 0 1</normal>
		<dist>0</dist>
		<material_name>Default</material_name>
	</plane>

	<!--Cube-->
	<mesh>
		<name>Cube</name>
		<normal_smoothing>false</normal_smoothing>
		<embedded>
			<expose_uv_set>
				<index>0</index>
				<name>uv</name>
			</expose_uv_set>
			<vertex pos="1.0000 1.0000 -1.0000"normal="0.0000 0.0000 -1.0000"/>
			<vertex pos="1.0000 -1.0000 -1.0000"normal="0.0000 0.0000 -1.0000"/>
			<vertex pos="-1.0000 -1.0000 -1.0000"normal="0.0000 0.0000 -1.0000"/>
			<vertex pos="-1.0000 1.0000 -1.0000"normal="0.0000 0.0000 -1.0000"/>
			<vertex pos="1.0000 1.0000 1.0000"normal="0.0000 0.0000 1.0000"/>
			<vertex pos="-1.0000 1.0000 1.0000"normal="0.0000 0.0000 1.0000"/>
			<vertex pos="-1.0000 -1.0000 1.0000"normal="0.0000 0.0000 1.0000"/>
			<vertex pos="1.0000 -1.0000 1.0000"normal="0.0000 0.0000 1.0000"/>
			<vertex pos="1.0000 1.0000 -1.0000"normal="1.0000 -0.0000 0.0000"/>
			<vertex pos="1.0000 1.0000 1.0000"normal="1.0000 -0.0000 0.0000"/>
			<vertex pos="1.0000 -1.0000 1.0000"normal="1.0000 -0.0000 0.0000"/>
			<vertex pos="1.0000 -1.0000 -1.0000"normal="1.0000 -0.0000 0.0000"/>
			<vertex pos="1.0000 -1.0000 -1.0000"normal="-0.0000 -1.0000 -0.0000"/>
			<vertex pos="1.0000 -1.0000 1.0000"normal="-0.0000 -1.0000 -0.0000"/>
			<vertex pos="-1.0000 -1.0000 1.0000"normal="-0.0000 -1.0000 -0.0000"/>
			<vertex pos="-1.0000 -1.0000 -1.0000"normal="-0.0000 -1.0000 -0.0000"/>
			<vertex pos="-1.0000 -1.0000 -1.0000"normal="-1.0000 0.0000 -0.0000"/>
			<vertex pos="-1.0000 -1.0000 1.0000"normal="-1.0000 0.0000 -0.0000"/>
			<vertex pos="-1.0000 1.0000 1.0000"normal="-1.0000 0.0000 -0.0000"/>
			<vertex pos="-1.0000 1.0000 -1.0000"normal="-1.0000 0.0000 -0.0000"/>
			<vertex pos="1.0000 1.0000 1.0000"normal="0.0000 1.0000 0.0000"/>
			<vertex pos="1.0000 1.0000 -1.0000"normal="0.0000 1.0000 0.0000"/>
			<vertex pos="-1.0000 1.0000 -1.0000"normal="0.0000 1.0000 0.0000"/>
			<vertex pos="-1.0000 1.0000 1.0000"normal="0.0000 1.0000 0.0000"/>
			<triangle_set>
				<material_name>Material</material_name>
				<tri>0 1 2</tri>
				<tri>2 3 0</tri>
				<tri>4 5 6</tri>
				<tri>6 7 4</tri>
				<tri>8 9 10</tri>
				<tri>10 11 8</tri>
				<tri>12 13 14</tri>
				<tri>14 15 12</tri>
				<tri>16 17 18</tri>
				<tri>18 19 16</tri>
				<tri>20 21 22</tri>
				<tri>22 23 20</tri>
			</triangle_set>
		</embedded>
	</mesh>

	<meshlight>
		<pos>0.0000 0.0000 2.0000</pos>
		<scale>1.0000</scale>
		<rotation>
			<matrix>
				1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 
			</matrix>
		</rotation>
		<mesh_name>Cube</mesh_name>
		<spectrum>
			<blackbody>
				<temperature>5000</temperature>
				<gain>1</gain>
			</blackbody>
		</spectrum>
		<efficacy_scale>
			<power_drawn>1</power_drawn>
			<overall_luminous_efficacy>0.0</overall_luminous_efficacy>
		</efficacy_scale>
	</meshlight>

</scene>

Wedge
Posts: 441
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Location: East Coast, USA

Post by Wedge » Thu Mar 15, 2007 8:33 am

Hello Mute! :)

You can solve your scene by giving the meshlight some power.

This works:

Code: Select all

...
<efficacy_scale> 
 <power_drawn>100</power_drawn> 
 <overall_luminous_efficacy>17.5</overall_luminous_efficacy> 
</efficacy_scale> 
In this exporter, you can set these values by using the hard slider for power drawn, and the spec slider for overall luminous efficacy. (spec has a multiplier of *100, so .2 is exported as 20)
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F.ip2
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Post by F.ip2 » Thu Mar 15, 2007 11:39 am

Wedge


could you add the fresnel option? and maybe make the save as igi option working? it seems not do to anything.


also for gain (light) etc could you add more values behind the dot to be entered instead of only 0.0 for gain?

and btw great exporter!

claas
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Wedge
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Post by Wedge » Thu Mar 15, 2007 4:44 pm

Hey Fip 2: I have read that Ono says the save_igi stuff is not in Indigo yet. When it is available to override I will include the option into the exporter.

As for the fresnel scale, I see it still works but I took it out awhile ago. Probably because I have not seen it used in any of the Indigo test scenes. Is there still a use for it? If you make a phong less reflective isn't that like altering the exponent? And of course non reflective makes it a diffuse item.

Update: I found fresnel tags in one test scene, the bumpmap test. This scene also includes older code that we do not use anymore.

For the gain, I'm not sure what you mean. The meshlights work with the new light power system which is based on power and efficacy. As far as I know the <gain> tags like used for Blackbody emitters do not need to be altered.
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F.ip2
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Post by F.ip2 » Thu Mar 15, 2007 4:55 pm

roooorrrrr

that techi stuff is killing me. fresnel or not fresnel who can i shoot for confusing me ;)

but isnt fresnel based on the angle you see and not the reflection value?

argh ....


igi is not even in indigo yet? hu ...

so what format am i supposed to open than with violet?

man this is my worst day! i feel like being retarded for asking all those questions.
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Wedge
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Post by Wedge » Thu Mar 15, 2007 5:00 pm

When I say save_igi I mean it cannot be altered in an exporter. That is a setting from the ini file only. Which is the configuration file for Indigo.

Bring on the questions, the only stupid question is an unasked one.. (I read that somewhere, can't give credit because I forgot who said it. :))

Oh and I'll look into the fresnel thing.
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joegiampaoli
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Post by joegiampaoli » Thu Mar 15, 2007 5:21 pm

Wedge wrote: Bring on the questions, the only stupid question is an unasked one..
That's true....
Joe Giampaoli
Never tie a ship to a single anchor, nor life to a single hope
My Indigo Gallery

Wedge
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Post by Wedge » Thu Mar 15, 2007 5:30 pm

I searched google and found a wiki page.

http://en.wikipedia.org/wiki/Phong_reflection_model

According to this page, it says phong is based on specular, diffuse, and ambient reflections. So maybe fresnel is for the ambient. I do not understand.

But specular is moved since Indigo 0.7 to the medium/material tags.

Fip 2: So I think I suffer from a few other problems when being a exporter updater...for example confusion over -now you use it now you don't- phases. :)

I'll do some more testing and include it into the exporter within a day.
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F.ip2
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Post by F.ip2 » Thu Mar 15, 2007 6:01 pm

so glad I had a metal smith magazine edition here with lots of studio
shots to look at. it is very hard to render something when i do NOT have the physical object and can see how the surface looks like, uh


still some fights with the highlights (top of the hour glass) but it is coming.

I switched to linear tone mapping because I found myself more successful with that one.


what do I have to click in the exporter to also save a file so i can open it in violet?
Attachments
test.png
finally some good results
test.png (141.22 KiB) Viewed 1852 times
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C l a a s E i c k e K u h n e n
Artist : Designer : Educator

Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

Wedge
Posts: 441
Joined: Sun Jan 14, 2007 11:33 am
Location: East Coast, USA

Post by Wedge » Thu Mar 15, 2007 6:27 pm

To use the resume feature or violet you have to go to the folder where you installed Indigo. Then open the ini configuration file. (inifile.txt) And change the save_igi line to true.

I just updated a new exporter with the fresnel tags. They are changed the same way as in Indigo 06t6 exporter with the "Ref" slider that is above the Spec and Hard sliders.

Thanks.

Have you tried moving your light source down to avoid it glaring off the top of the faucet?
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F.ip2
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Post by F.ip2 » Thu Mar 15, 2007 6:31 pm

tried it - than you see two glar left and right ...

is the updater online?

thanks for the igi tip!!!!!!
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C l a a s E i c k e K u h n e n
Artist : Designer : Educator

Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

Wedge
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Joined: Sun Jan 14, 2007 11:33 am
Location: East Coast, USA

Post by Wedge » Thu Mar 15, 2007 6:35 pm

Yes.

I guess you need to model some kind of new light contraption. I used indirect lighting in my beach house scene that I have never showed anybody.

I shot lights into my white ceiling and in turn they light up the entire room. I love MLT !!

:)
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F.ip2
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Post by F.ip2 » Thu Mar 15, 2007 6:36 pm

mh i understand what you mean.

problem with reflective surfaces is in case i do that you see the room the objects stands in.

that hour glass shape is just a killer for me.
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Kendall College of Art and Design
of Ferris State University

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