Blendigo 3.6.5.1

Announcements, requests and support regarding the Blender Indigo export script
StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Re: Blendigo 3.6.5.1

Post by StompinTom » Thu Mar 14, 2013 12:14 am

Hi guys,

Any word on the Dupligroup export error? Linked objects work fine, it's just Group instances that are giving up.

William
Posts: 47
Joined: Tue Nov 20, 2012 10:49 am
Location: Australia

Re: Blendigo 3.6.5.1

Post by William » Thu Mar 14, 2013 1:52 am

I think the problem come when section plane feature was implemented, consideration was not taken for empty having no data.

I made a hack, it seems to work if you're desperate, probably it breaks something :wink: .

in export/geomtry.py, find:

Code: Select all

		if(obj.data.indigo_mesh.section_plane):
			xml = SectionPlane(obj.matrix_world.col[3], obj.matrix_world.col[2], obj.data.indigo_mesh.cull_geometry).build_xml_element()
			
			model_definition = (xml,)
			
			self.ExportedObjects.add(self.object_id, model_definition)
			self.object_id += 1
			return
			
		# Special handling for sphere primitives
		if(obj.data.indigo_mesh.sphere_primitive):
			xml = SpherePrimitive(obj.matrix_world, obj).build_xml_element()
			
			model_definition = (xml,)
			
			self.ExportedObjects.add(self.object_id, model_definition)
			self.object_id += 1
			return
Add this before if obj.data != None:
thus;

Code: Select all

		if obj.data != None:
			if(obj.data.indigo_mesh.section_plane):
				xml = SectionPlane(obj.matrix_world.col[3], obj.matrix_world.col[2], obj.data.indigo_mesh.cull_geometry).build_xml_element()
				
				model_definition = (xml,)
				
				self.ExportedObjects.add(self.object_id, model_definition)
				self.object_id += 1
				return
				
			# Special handling for sphere primitives
			if(obj.data.indigo_mesh.sphere_primitive):
				xml = SpherePrimitive(obj.matrix_world, obj).build_xml_element()
				
				model_definition = (xml,)
				
				self.ExportedObjects.add(self.object_id, model_definition)
				self.object_id += 1
				return

StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Re: Blendigo 3.6.5.1

Post by StompinTom » Thu Mar 14, 2013 2:17 am

Hey William,

Nice find. Does it work OK with everything else? Can't afford to break anything at the moment, so if it's not safe yet I'll keep nagging Glare :P

William
Posts: 47
Joined: Tue Nov 20, 2012 10:49 am
Location: Australia

Re: Blendigo 3.6.5.1

Post by William » Thu Mar 14, 2013 2:29 am

I have no idea, use at own risk :mrgreen:
Didn't even make a scene/objects for indigo yet, this bug always in the way of using any assets or using any old scenes from other renderers, just couldn't be bothered making all objects local and duplicates real because this results a mess.

StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Re: Blendigo 3.6.5.1

Post by StompinTom » Sun Mar 17, 2013 1:40 am

Some things that could be improved in Blendigo:

- Dupligroups / group instances (NoneType object has no attribute 'indigo_mesh')

- External materials don't seem to work when there is a Blend or Double-Sided Thin material with sub-materials ('no such material as <x>'). I suspect the problem only occurs when there is a sub-sub-material. Seems Indigo saves the first sub-materials in a Blend or Double Sided Thin material, but then doesn't look to see if those sub-materials have any children. Heartless. This may be an Indigo issue with saving materials.

The interface for making materials before was much better, where you could see each material in a stack and could better visualize the material structure.

- Transmittance color needs to be exposed in materials settings (for Double-Sided Thin)

- Depth and Shadow passes need to be exposed in render settings.

- PyNodes are on their way into Blender! Should make Indigo material editing a fair bit easier :)

StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Re: Blendigo 3.6.5.1

Post by StompinTom » Tue Mar 19, 2013 9:38 am

PyNodes are merged into Blender trunk:

http://projects.blender.org/scm/viewvc. ... bf-blender

Should make Indigo material setup easier?

William
Posts: 47
Joined: Tue Nov 20, 2012 10:49 am
Location: Australia

Re: Blendigo 3.6.5.1

Post by William » Tue Mar 19, 2013 7:18 pm

This stuff would be great!.... so would a bugfix :cry:

User avatar
Polinalkrimizei
Posts: 647
Joined: Sat May 02, 2009 6:59 am

Re: Blendigo 3.6.5.1

Post by Polinalkrimizei » Tue Mar 19, 2013 7:55 pm

Should make users of other exporters pretty jealous 8)

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: Blendigo 3.6.5.1

Post by OnoSendai » Thu Mar 28, 2013 2:51 am

William wrote:I think the problem come when section plane feature was implemented, consideration was not taken for empty having no data.

I made a hack, it seems to work if you're desperate, probably it breaks something :wink: .

in export/geomtry.py, find:

Code: Select all

		if(obj.data.indigo_mesh.section_plane):
			xml = SectionPlane(obj.matrix_world.col[3], obj.matrix_world.col[2], obj.data.indigo_mesh.cull_geometry).build_xml_element()
			
			model_definition = (xml,)
			
			self.ExportedObjects.add(self.object_id, model_definition)
			self.object_id += 1
			return
			
		# Special handling for sphere primitives
		if(obj.data.indigo_mesh.sphere_primitive):
			xml = SpherePrimitive(obj.matrix_world, obj).build_xml_element()
			
			model_definition = (xml,)
			
			self.ExportedObjects.add(self.object_id, model_definition)
			self.object_id += 1
			return
Add this before if obj.data != None:
thus;

Code: Select all

		if obj.data != None:
			if(obj.data.indigo_mesh.section_plane):
				xml = SectionPlane(obj.matrix_world.col[3], obj.matrix_world.col[2], obj.data.indigo_mesh.cull_geometry).build_xml_element()
				
				model_definition = (xml,)
				
				self.ExportedObjects.add(self.object_id, model_definition)
				self.object_id += 1
				return
				
			# Special handling for sphere primitives
			if(obj.data.indigo_mesh.sphere_primitive):
				xml = SpherePrimitive(obj.matrix_world, obj).build_xml_element()
				
				model_definition = (xml,)
				
				self.ExportedObjects.add(self.object_id, model_definition)
				self.object_id += 1
				return
Nice find, have committed the fix.

User avatar
SaphireS
Indigo 100
Posts: 134
Joined: Tue May 05, 2009 9:06 am
Location: Austria
Contact:

Re: Blendigo 3.6.5.1

Post by SaphireS » Wed Apr 03, 2013 9:49 am

StompinTom wrote:PyNodes are merged into Blender trunk:

http://projects.blender.org/scm/viewvc. ... bf-blender

Should make Indigo material setup easier?
Luxrender already got basic pynodes support! :shock:
http://www.luxrender.net/forum/viewtopi ... 962#p94962

Image
Your ad here!

StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Re: Blendigo 3.6.5.1

Post by StompinTom » Wed Apr 03, 2013 10:25 am

SaphireS wrote:
StompinTom wrote:PyNodes are merged into Blender trunk:

http://projects.blender.org/scm/viewvc. ... bf-blender

Should make Indigo material setup easier?
Luxrender already got basic pynodes support! :shock:
http://www.luxrender.net/forum/viewtopi ... 962#p94962

Image
Awesome! Exactly what would be amazing with Indigo, along with an ISL node.

Perhaps things like Blender clouds and marble textures could be loosely converted to ISL functions?

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: Blendigo 3.6.5.1

Post by CTZn » Wed Apr 03, 2013 1:22 pm

From my experience with Maya it's not very difficult to set custom nodes up. The most complex part is the one involving the realtime viewport feedback. I for one skipped that part in MtI.

The rest is about defining inputs and outputs types, names and default values mostly. Then comes the exporting stage wich calls outputs and read them before an eventual data processing.

Sorry if I'm trolling, I'm a fool by night as well ;)
obsolete asset

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