using pigms and igms within blendigo?

Announcements, requests and support regarding the Blender Indigo export script
Post Reply
12 posts • Page 1 of 1
pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

using pigms and igms within blendigo?

Post by pxl666 » Thu Jun 12, 2008 10:46 am

hi indiblenders - if anybody can explain in a few words how to use pigms within blendigo? do textures have to be mapped manually (uv unwrap?) and how to use material then (external?). tried to use bricks from library but i failed...somebody could also explain howto make matt for the library upload (how to correctly prepare testscene and so on...)
thxx guys

User avatar
matsta
Posts: 730
Joined: Mon Jan 29, 2007 7:50 am
Location: 127.0.0.1

Post by matsta » Thu Jun 12, 2008 6:38 pm

i tried using them aswell, via the external mat, gave errors. i think its gna require the new update of blendigo for it to be incorporated fully.

pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

Post by pxl666 » Wed Jun 25, 2008 8:24 am

matsta wrote:i tried using them aswell, via the external mat, gave errors. i think its gna require the new update of blendigo for it to be incorporated fully.
oh!
so in what ver of indigo/blendigo we can use igms from matDB?

pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

Post by pxl666 » Thu Jul 03, 2008 7:12 am

hey guys - so is it possible or what? shall i wait for newest blendigo? can anybody explain me? pls!!

pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

Post by pxl666 » Thu Nov 13, 2008 10:06 pm

okay - seems everybody have given up

so here's what i figured:

when downloading matt from database - unpack it first, then open igm and check material names within the igm

for example Ruby.igm :

<?xml version="1.0" encoding="utf-8"?>

<scenedata>
<material>
<name>Ruby</name>
<diffuse>
<albedo_spectrum>
<rgb>
<rgb>1 1 1</rgb>
<gamma>2.2</gamma>
</rgb>
</albedo_spectrum>
</diffuse>
</material>

<material>
<name>null</name>
<null_material/>
</material>

<medium>
<name>Ruby</name>
<precedence>10</precedence>
<basic>
<ior>1.760</ior>
<cauchy_b_coeff>0.018</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>1.45882 11.2 7.52941</rgb>
<gamma>2.2</gamma>
</rgb>
</absorption_coefficient_spectrum>
</basic>
</medium>
<material>
<name>Ruby</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>Ruby</internal_medium_name>
</specular>
</material>

</scenedata>

where u see that material name is same as the igm filename - Ruby.igm

so when u use this one and put Ruby name as the name of the matt in blender menu - it works right away no problem

but when u try to use this one (Rubber__blue_.igm) u see that the names are not right (not the same) :

<?xml version="1.0" encoding="utf-8"?>

<scenedata>
<medium>
<name>blue_rubber_medium</name>
<precedence>10</precedence>
<basic>
<ior>1.4</ior>
<cauchy_b_coeff>0.0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>10.0 5.0 0.5</rgb>
<gamma>2.2</gamma>
</rgb>
</absorption_coefficient_spectrum>
<subsurface_scattering>
<scattering_coefficient_spectrum>
<uniform>
<value>2.3</value>
</uniform>
</scattering_coefficient_spectrum>
<phase_function><uniform/></phase_function>
</subsurface_scattering>
</basic>
</medium>

<material>
<name>blue_rubber</name>
<glossy_transparent>
<exponent>90</exponent>
<internal_medium_name>blue_rubber_medium</internal_medium_name>
</glossy_transparent>
</material>
</scenedata>

and this one won't work within blendigo right away...gave me an error

so what i've done is i changed names WITHIN an igm file and changed the name of the igm itself so they are same :

Rubber.igm

<?xml version="1.0" encoding="utf-8"?>

<scenedata>
<medium>
<name>Rubber</name>
<precedence>10</precedence>
<basic>
<ior>1.4</ior>
<cauchy_b_coeff>0.0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>10.0 5.0 0.5</rgb>
<gamma>2.2</gamma>
</rgb>
</absorption_coefficient_spectrum>
<subsurface_scattering>
<scattering_coefficient_spectrum>
<uniform>
<value>2.3</value>
</uniform>
</scattering_coefficient_spectrum>
<phase_function><uniform/></phase_function>
</subsurface_scattering>
</basic>
</medium>

<material>
<name>Rubber</name>
<glossy_transparent>
<exponent>90</exponent>
<internal_medium_name>Rubber</internal_medium_name>
</glossy_transparent>
</material>
</scenedata>


and now it works - yet im not sure if this is still material we want...it might have changed - need someone who knows matts well

----------------------
to be continued (can anybody make this thread STICKY?)

Nuvis
Posts: 5
Joined: Tue Nov 11, 2008 3:01 pm

Post by Nuvis » Wed Nov 19, 2008 7:24 am

so when u use this one and put Ruby name as the name of the matt in blender menu - it works right away no problem
Could you explain this to me pxl666?

I've been trying to figure out how to use these materials as well.

Do I just need to add a material to my object in blender and name the material Ruby for the material to be mapped in the indigo render? What is the file structure look like to use these materials, where does the actual Ruby.igm file need to be in realation to the indigo scene exported through blendigo?

Much appreciated,

Nuvis

pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

Post by pxl666 » Wed Nov 19, 2008 7:35 am

Nuvis wrote:
so when u use this one and put Ruby name as the name of the matt in blender menu - it works right away no problem
Could you explain this to me pxl666?

I've been trying to figure out how to use these materials as well.

Do I just need to add a material to my object in blender and name the material Ruby for the material to be mapped in the indigo render? What is the file structure look like to use these materials, where does the actual Ruby.igm file need to be in realation to the indigo scene exported through blendigo?

Much appreciated,

Nuvis
hey
just make sure u have the same names within blender , blendigo and igm file.
igm itself can be whenever u want it.

this is so far i figured and i will appreciate a commentary os someone much experienced with blender matts

Nuvis
Posts: 5
Joined: Tue Nov 11, 2008 3:01 pm

Post by Nuvis » Wed Nov 19, 2008 8:31 am

Alright, I'll look into it when I get home this afternoon and see if I can get it to work. I've been wondering how to use the materials in the database.

Thanks,

Nuvis

Nuvis
Posts: 5
Joined: Tue Nov 11, 2008 3:01 pm

Post by Nuvis » Wed Nov 19, 2008 4:22 pm

Alright I've figured out how to get the igm's to work as well as the pigm's.
since you have covered the igm's I'll chat about the pigm's.

first off you need a uv-map on every model that you would like to add a pigm to. If your unfamiliar with how to do this let me know and I'll make a short tutorial for how to do so, or perhaps I'll just find a good link to one. Also as pxl666 mentioned you will need to name the materials inside of blender to the same name as the pigm that your using.

I picked the STONESURFACE.pigm for my test. You will need to unzip this file to break out the STONESURFACE.igm and the two images PACKED_0_STONESURFACE.jpg and PACKED_1_STONESURFACE_D.jpg. Note that you cannot just right click on the pigm and go to unzip, you have to open up winzip and then from there open the pigm to get it to unzip. Alright so now we have the pigm broken down into a igm and two jpgs.

Back in blender split an area of your 3d view and change it to scripts, then click on scripts at the header/footer and go to Export-Blendigo. Now we are in our Blendigo export settings. Click on Materials at the top. Here are the setting that I setup, only mentioning the ones that I changed.

Blender Mat: STONESURFACE
Indigo Mat: DIFFUSE = matt

Albedo: PACKED_0_STONESURFACE.jpg (browse to where it's located)
click in the UV set area and make sure that the name matches the uv-map name that you created for your model, I just name mine uv so I have UV set uv

Bump Map: PACKED_1_STONESURFACE_D.jpg (also browse to where it's located)
Set the UV name once again to match the uv-map on your model.

I had also set up my uv-map on my model using the PACKED_0_STONESURFACE.jpg just so that I could see the map on the model in blender to get a good preview.

That should be it, hit EXPORT scene and you shouldn't get any errors.

Hope this helps,

Nuvis

BlenderFreak
Posts: 1
Joined: Sat Feb 21, 2009 2:14 pm

UV Map tut/explanation

Post by BlenderFreak » Sat Feb 21, 2009 2:16 pm

Hi, I was wondering if you could please explain or make a quick tut about uv maps, I'm a bit of a noob, so I don't really know what you mean...

Thanks!

Psychotron80
Posts: 96
Joined: Tue Dec 16, 2008 8:18 pm

Post by Psychotron80 » Sat Feb 21, 2009 7:44 pm

BlenderFreak, take this for example http://www.indigorenderer.com/joomla/fo ... php?t=5296 and this http://www.indigorenderer.com/joomla/fo ... php?t=4481

Cheers,

Psy

PS: use the "Search" button before asking..! :)

pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

Post by pxl666 » Sat Feb 21, 2009 9:02 pm

Nuvis wrote:Alright I've figured out how to get the igm's to work as well as the pigm's.
since you have covered the igm's I'll chat about the pigm's.
hey bro - its not that easy - the key is to USE MATT AS DOWNLOADED FROM THE DATABASE -that is to use exact shader as the matt author created...as far as i see u just have used textures that comes within pigm and created new shader - that is DIFF in that case...well...u should pick indigo matt EXTERNAL and point to the igm file - that will result with the exact shader of the matt u've downloaded - as far i know...

the problem is that u have to make sure that the names WITHIN igm are same as u have in blender - afaik

if someone knows EXACTLY how to handle indigo matts form the DB pleez enlight us ...

Post Reply
12 posts • Page 1 of 1

Who is online

Users browsing this forum: Yandex [Bot] and 34 guests