DEV-thread - Blendigo v0.8 - material-editor-exporter

Announcements, requests and support regarding the Blender Indigo export script
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zsouthboy
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Post by zsouthboy » Sat May 12, 2007 3:44 am

joegiampaoli wrote:EDIT: Or I'll just edit the image by chopping off unnecessary parts, like this..... :P
Dammit, joe! I'm trying to browse this site in a 114 x 38 pixel window. Knock off the huge graphics!



:D

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DaveC
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Post by DaveC » Sat May 12, 2007 4:24 am

It's annoying on these small screens having to scroll down to see if the smiley is smiling or sad. lucky they have eyebrows. :) :(
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joegiampaoli
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Post by joegiampaoli » Sat May 12, 2007 8:26 am

Cashier LCD screen?
I gotta get one of those for my blender and indigo..... :D
http://www.bostonecr.com/pictures/pos_era770_pic1.jpg
Joe Giampaoli
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Kram1032
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Post by Kram1032 » Sat May 12, 2007 9:46 am

woo! you will have the largest screen of all of us in the forum comunity 8o

Anthony
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Post by Anthony » Sat May 12, 2007 11:37 am

Argh SSS is turning up black?

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zsouthboy
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Post by zsouthboy » Sat May 12, 2007 11:45 am

Problem:

The matDB preview scene no longer exposes UV set?

This is what I get when I attempt to preview:

Code: Select all

Fatal Error: SceneLoaderExcep: TextureUnitExcep: The texture 'previews\..\bump_plastic.jpg' could not be bound to uv set with name 'uv', because that uv set was not exposed in an expose_uv_set element.

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joegiampaoli
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Post by joegiampaoli » Sat May 12, 2007 12:08 pm

Anthony wrote:Argh SSS is turning up black?
Make sure to enable transparency in the exporter. :wink:
Joe Giampaoli
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Anthony
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Post by Anthony » Sat May 12, 2007 8:55 pm

But what if I don't want it to be transparent? I tried using transparence but it always came up too transparent. How do I make it less transparent, full colour gain doesn't work. Well I don't know if it should since I don't know what it does but I thought it might help lol

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joegiampaoli
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Post by joegiampaoli » Sat May 12, 2007 8:57 pm

If you want less treansparency use an IOR of 1.0 and you will see...
Joe Giampaoli
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zsouthboy
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Post by zsouthboy » Sat May 12, 2007 11:24 pm

Anthony:

your scene scale also matter when enabling SSS.

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5OnIt
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Post by 5OnIt » Sun May 13, 2007 7:03 am

Question...

Why aren't the material attributes named the same as they are in the Indigo Tutorial page? An example would be for a Phong shader. On the Tutorial page, Phong has three attributes...

Code: Select all

The <diffuse> colour (basic colour) 
The <specular> colour (specularity colour) 
( specular govers the relfectance. higher values makes the material reflect more )
The <exponent> glossyness  (0 = very glossy, 5110 = non-glossy, or anything in between)
In Blendigo they are listed as this...

Phong Color, Albedo, Bump Map and Exponent. On top of that, Albedo, Bump Map and Exponent all have an "Exponent" factor and an A, B, C value??

Are there any tutorials that explain the differences between the old way of defining materials and the new way Blendigo does it?

Thanks!

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SmartDen
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Post by SmartDen » Tue May 15, 2007 12:55 am

I have modified the zuegs' exporter for using diffuse_transmitter. Try it out

EDIT
Fixed blended diffuse_transmitter material
Attachments
blendigo_v0.8t3_beta1a.zip
(25.34 KiB) Downloaded 381 times
Last edited by SmartDen on Wed May 16, 2007 11:33 pm, edited 1 time in total.

neepneep
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Post by neepneep » Tue May 15, 2007 12:13 pm

Blendigo does not seem to work with Blender 2.44 ... :(

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zsouthboy
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Post by zsouthboy » Tue May 15, 2007 1:15 pm

neepneep:

It works fine for me.

You probably don't have python 2.5 installed (2.43 req'd python 2.4) :)

neepneep
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Post by neepneep » Tue May 15, 2007 1:31 pm

Thanks ! , I installed python 2.5.1 and now it works :D

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