DEV-thread - Blendigo v0.7 - material-editor-exporter
- joegiampaoli
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- Posts: 48
- Joined: Wed Sep 27, 2006 10:28 am
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- Posts: 48
- Joined: Wed Sep 27, 2006 10:28 am
- joegiampaoli
- Posts: 837
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SMALL UPDATE
- removed surface compensation for lights - gain-value is equal to XML gain - use "efficacy" feature instead
And here some explanations for the previous implemented "EXTERNAL" material type :
If you like to use a special indigo-material that isn't implemented in the exporter-GUI, you can do this by including an external XML-file.
So write a XML scenedata file with your material inside with the correct material name as following:
Then in blender create a material with the same name, open the Blendigo-GUI, select the material, set material-type to "External" and choose your external XML as filename.
When you then press the Render button, the exporter automaticly includes your external material-file and renders all possible indigo-materials
- removed surface compensation for lights - gain-value is equal to XML gain - use "efficacy" feature instead
And here some explanations for the previous implemented "EXTERNAL" material type :
If you like to use a special indigo-material that isn't implemented in the exporter-GUI, you can do this by including an external XML-file.
So write a XML scenedata file with your material inside with the correct material name as following:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<scenedata>
<material>
<name>my_material</name>
...........
...........
</material>
</scenedata>
When you then press the Render button, the exporter automaticly includes your external material-file and renders all possible indigo-materials
I have been using your exporter for one day. Your exporter is brilliant. I am currently rendering two blender monkeys with a skull, a blood layer and a skin layer. And, let me tell you, it's looking good. And it's all thanks to your exporter
The hardest part of BEING yourself is FINDING yourself in the first place...
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- cooler_inc
- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
- Contact:
Hi
I tried to do BLEND material that contains NULL and Material with Alpha.
But after the export I get wrong code:
As you can see two components are wrong and I have to edit them manualy. They are:
<a_name>okun_tex</a_name>
<b_name>blend</b_name>
I prepare the scene in this manner:
Two materials are applied to Mesh
The first one (lets call it "okun_tex") is DIFFUSE with Texture
The second (lets call it "blend") is BLEND with Mat.A:okun_tex and Mat.B:blend and Texture
Maybe this is not right method of preparing the BLEND material?
I tried to do BLEND material that contains NULL and Material with Alpha.
But after the export I get wrong code:
Code: Select all
<material>
<name>null</name>
<null_material/>
</material>
<material>
<name>okun_tex</name>
<diffuse>
<colour>0.8 0.8 0.8</colour>
<albedo_texture>
<path>okun.jpg</path>
<uv_set>uv</uv_set>
<exponent>2.300000</exponent>
<a>0</a>
<b>1</b>
<c>0</c>
</albedo_texture>
</diffuse>
</material>
<material>
<name>blend</name>
<blend>
<a_name>okun_tex</a_name>
<b_name>blend</b_name>
<blend_factor>0.5</blend_factor>
<blend_map>
<path>okun_0.jpg</path>
<uv_set>uv</uv_set>
<exponent>1.000000</exponent>
<a>0</a>
<b>1</b>
<c>1</c>
</blend_map>
</blend>
</material>
<a_name>okun_tex</a_name>
<b_name>blend</b_name>
I prepare the scene in this manner:
Two materials are applied to Mesh
The first one (lets call it "okun_tex") is DIFFUSE with Texture
The second (lets call it "blend") is BLEND with Mat.A:okun_tex and Mat.B:blend and Texture
Maybe this is not right method of preparing the BLEND material?
hi cooler_inc
if you like to get this:
you should set "mat-B" value to "null" in the GUI.
Assign the "blend" material to your object (and force blender to save "okun_tex" material... not that it get lost)
Btw: if b=1 and c=1 your blend will completely fall to one side... because a*x^2+b*x+c will be >1 in any case (perhaps let c=0)
if you like to get this:
Code: Select all
<a_name>okun_tex</a_name>
<b_name>null</b_name>
Assign the "blend" material to your object (and force blender to save "okun_tex" material... not that it get lost)
Btw: if b=1 and c=1 your blend will completely fall to one side... because a*x^2+b*x+c will be >1 in any case (perhaps let c=0)
- cooler_inc
- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
- Contact:
I just changed Mat.B: to NULL and script crashed.
Console message:
Materials "blend" and "okun_tex" are already assigned to object.
Sorry for lame question but how to force blender for saving "okun_tex" material and what for?
Console message:
Code: Select all
NameError: Material "null" not found
Sorry for lame question but how to force blender for saving "okun_tex" material and what for?
hi cooler_inc,
oups... ok i see the crash... will fix this this evening, sorry about. But this will be the way how to use the BLEND.
You need just to assign the "belnd" material to your object, but you could assign the "okun_tex" as second material or you can toggle the small "F" button on the blender-material-panel to force that material get saved too (because otherwise blender only save the materials that are directly assigned to a object)
oups... ok i see the crash... will fix this this evening, sorry about. But this will be the way how to use the BLEND.
You need just to assign the "belnd" material to your object, but you could assign the "okun_tex" as second material or you can toggle the small "F" button on the blender-material-panel to force that material get saved too (because otherwise blender only save the materials that are directly assigned to a object)
- cooler_inc
- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
- Contact:
Dunno if it's a bug or if I'm being stupid, or even if this has been said here already, but your largest lens aperture (F-Stop 1) seems to translate into a pinhole in the XML file. Of course, you can correct it there and put an aperture of 1 or just lower for a very shallow DOF but you might want to have a look at this.
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