Blendigo (for Blender 2.5x) 3.0.10

Announcements, requests and support regarding the Blender Indigo export script
StompinTom
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by StompinTom » Fri Jun 17, 2011 2:54 am

Headroom wrote:In the process of moving over my current project to Indigo I discovered that the Animation part of Blendigo opens several instances of Indigo to render in parallel. When done rendering a frame it does save the image, but does not close out Indigo (There may be a setting for that is there another setting for that but I have not had the time to check that out) ?

I think Blendigo does this every time it is done with exporting a frame rather than waiting for the finished rendering of the previous frame. I am not sure, however, as this bogged my machine here at work down to being pretty much unusable!

Xeon 5160 3GHz
20GB RAM
Win XP Pro 64bit
Nvidia Quadro FX 4600

I'll check how this works on my iMac tonight!
I found this out when I tried to render an animation of 1000 frames and ended up with 20 Indigo instances open before I could terminate Blender :P I hope it will be fixed soon, perhaps by using the Render Queue feature or having Blender boot Indigo one frame at a time...

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dougal2
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by dougal2 » Fri Jun 17, 2011 3:43 am

@everwind - problem understood. I'll try and implement it soon.

@Tom, Headroom - I plan to implement the new queue feature for animations.

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Headroom
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by Headroom » Fri Jun 17, 2011 4:35 am

@Doug,

That would be really nifty and perhaps easier to implement across the different OSs as well. I'd assume that Blender keeps exporting and filling the render queue while Indigo is already busy chomping away at the render queue. Would help speeding up things, especially when GPU support is used for rendering and not all cores are used for Indigo.

I already mentioned it somewhere above. The new feature for accessing the images/textures in Blender that are packed into the Blender file is very handy and a real time saver for me. I often carry my projects back and forth between my iMac at home and my Windows machine at work. Every time I did this I had to change the access path for all the images. No more!

THANKS again for your work!

everwind
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by everwind » Fri Jun 17, 2011 7:33 am

yes, once again thank you for reactivity and your work dougal :)

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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by scatman » Sat Jun 18, 2011 2:05 pm

I just can't get it to work. It's no use getting upset, though, since it's still beta.
Sometimes I'm not getting error messages..
Image

and at other times I get crazy errors (see below).

The difference between the 2 attempts is that the one generating the errors has the Output going to C:\render\Indigo for Blender2.5x\ ---and--- the one that doesn't generate the errors has the output going to C:\render.

I see everything I expect to see in the GUI (I think...there's no actual "Render" button on the blendigo script like I'm used to seeing--instead I'm just using the same "Image" button that I use with Blender's own renderer), it's just that the actual Indigo 3.0 application is never opened.
Please help. :(

Error message:
found bundled python: C:\BLENDE~1\BLENDE~1\BLENDE~1.57B\2.57\python
[Lux 2011-Jun-17 21:45:31] Using pylux version 0.8RC3
read blend: C:\blendeRender\blender2_5Indigo3_0TEST.blend
[Indigo 2011-Jun-17 21:46:14] Indigo export started ...
[Indigo 2011-Jun-17 21:46:14] Writing to C:/render/Indigo for Blender2.5x/blende
r2_5Indigo3_0TEST.Scene.00001.igs
[Indigo 2011-Jun-17 21:46:14] INFO: Export render settings
[Indigo 2011-Jun-17 21:46:14] INFO: Export camera
[Indigo 2011-Jun-17 21:46:14] INFO: Export tonemapping
[Indigo 2011-Jun-17 21:46:14] INFO: Export environment
[Indigo 2011-Jun-17 21:46:14] INFO: Building meshes
[Indigo 2011-Jun-17 21:46:14] Mesh Export: Plane
Traceback (most recent call last):
File "C:\BLENDE~1\BLENDE~1\BLENDE~1.57B\2.57\scripts\addons\indigo\core\__init
__.py", line 116, in render
).execute(context)
File "C:\BLENDE~1\BLENDE~1\BLENDE~1.57B\2.57\scripts\addons\indigo\operators\_
_init__.py", line 256, in execute
geometry_exporter = geometry.iterateScene(scene)
File "C:\BLENDE~1\BLENDE~1\BLENDE~1.57B\2.57\scripts\addons\indigo\export\geom
etry.py", line 338, in iterateScene
geometry_exporter.callbacks['objects'][obj.type](obj)
File "C:\BLENDE~1\BLENDE~1\BLENDE~1.57B\2.57\scripts\addons\indigo\export\geom
etry.py", line 224, in handler_MESH
self.buildMesh(obj)
File "C:\BLENDE~1\BLENDE~1\BLENDE~1.57B\2.57\scripts\addons\indigo\export\geom
etry.py", line 232, in buildMesh
return self.exportMeshElement(obj)
File "C:\BLENDE~1\BLENDE~1\BLENDE~1.57B\2.57\scripts\addons\indigo\export\geom
etry.py", line 254, in exportMeshElement
used_mat_indices = igmesh_writer.factory(self.scene, obj, full_mesh_path, de
bug=OBJECT_ANALYSIS, stream=True)
File "C:\BLENDE~1\BLENDE~1\BLENDE~1.57B\2.57\scripts\addons\indigo\export\igme
sh.py", line 79, in factory
used_mat_indices = igmesh_writer.parse_mesh(scene, igo, obj)
File "C:\BLENDE~1\BLENDE~1\BLENDE~1.57B\2.57\scripts\addons\indigo\export\igme
sh.py", line 126, in parse_mesh
mat = obj.material_slots[mi].material
IndexError: bpy_prop_collection[index]: index 0 out of range, size 0

location:<unknown location>:-1

location:<unknown location>:-1
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Headroom
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by Headroom » Sat Jun 18, 2011 3:16 pm

There is no dedicated Indigo-only panel in Blender 2.5.

Once you change the render engine from "Blender Render" to "Indigo" the content of the panels changes.
the "render" panel has a sub-panel labeled "Indigo render engine settings" When you select an object and go to the materials panel you will see that there are Indigo specific material options that have replaced the Blender specific material settings.
Same with the Indigo specific camera settings. Select a camera in the viewport or in the outliner and you'll see Indigo specifics in the Camera panel.

I've had this Python error that should not happen as well, but the export finished fine and Indigo started rendering w/o problems.

These lines in the console message stream:
mat=obj.material_slots[mi].material.......

Indicate that there is some problem with a mesh that has more than one material assigned to it. I've had this happen too and just removed the mats from that mesh and assigned a simple diffuse mat and then it started rendering. I've not been able to say exactly what the problem but in another project i've ben able to fix it by first deleting and then recreating and reassigning the materials from scratch.

Hope that helps getting you started!

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dougal2
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by dougal2 » Sun Jun 19, 2011 11:26 pm

Use the "Auto Start" option to have Indigo launch after export:
Attachments
indigo3_0attempt.jpg

scatman
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by scatman » Mon Jun 20, 2011 7:26 am

Well, color me Duh. :oops:

Thanks a billion, dougal2. Now that Indigo (my favorite renderer) is back in the picture, I can start using blender 2.57x more than 2.49b.

...now where did I put those 300 euros???...

scatman

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drBouvierLeduc
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by drBouvierLeduc » Thu Jun 23, 2011 9:17 pm

Is it possible to rotate the environment map with blendigo yet ?
Can't find this option in indigo's properties tab either.

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solarray
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by solarray » Thu Jun 23, 2011 9:59 pm

Whats up with exit portal materials?

"Error: Scene parsing error: Error while binding material 'ExitPortal' to geometry 'Plane.020': No such material defined 'ExitPortal' "

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Headroom
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by Headroom » Thu Jun 23, 2011 10:36 pm

ExitPortal materials ain't working right now.

The respective meshes are exported with the material applied to it. But the material dfinition is not exported. You'll have to patch it into the .igs manually and then the scene renders fine with Exit portals.

Hoping for an updated Blendigo soon.

StompinTom
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by StompinTom » Fri Jun 24, 2011 2:10 am

So far the issues I've still noticed are:
- Exit Portals aren't defined
- Exporting crashes on objects with no materials (no default material)
- Env. Map rotation, lack thereof
- Material ID tracer toggle in Render Settings
- Motion blur support
- Camera White Balance has two D50s and no D55. One of them should be a D55.

Things that would be awesome:

- Exporting meshes to .igmesh format and then being able to link objects to .igmesh files (yes, exactly like a Vray proxy). Would save a ton of export time with large objects (trees!) and free up the viewport by being able to use low-poly placeholders.
- Mixing Sun with Env. Map (I got it to work on the little example scene), perhaps linked with Sun + Hemi lamps in Blender, as Doug mentioned before?

Otherwise, it's probably the easiest exporter I've used!

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solarray
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by solarray » Fri Jun 24, 2011 7:38 am

- External materials aren't working, export will stop

FakeShamus
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by FakeShamus » Fri Jun 24, 2011 8:59 am

- Exporting meshes to .igmesh format and then being able to link objects to .igmesh files (yes, exactly like a Vray proxy). Would save a ton of export time with large objects (trees!) and free up the viewport by being able to use low-poly placeholders.
this would be the number one most helpful thing for my workflow, personally - with the option to specify .obj's as external meshes, too. I already do this manually a lot, export models from zbrush (it's way faster at this) and use a low res version as a proxy in Blender. then I edit my exported .igs in a text editor and swap in the paths to the hi-res versions.

having that built into Blendigo would be amazing.

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drBouvierLeduc
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Re: Blendigo (for Blender 2.5x) 3.0.10

Post by drBouvierLeduc » Sat Jun 25, 2011 3:10 am

Playing with the camera settings, I found this bug : camera settings -> aperture checked -> AD type set to 'image' -> error :

Code: Select all

Error: Scene parsing error: Failed to find child for element 'aperture_shape' - Child should be one of 'circular', 'generated', 'image'. 

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