blendigo SW 1.1.10 (Beta)

Announcements, requests and support regarding the Blender Indigo export script
Big Fan
Posts: 745
Joined: Tue Oct 17, 2006 9:37 am
Location: Nelson NZ

Post by Big Fan » Sun Sep 14, 2008 9:45 am

yes I think I mentioned only the matdb preview is uv wrapped ATM in the changes.text

there is a small reminder/hint in the drop down but for next revision (if there is one) I will make this more obvious or add uv to all

re nk's:
yes I really should have added the bump shader options for .nk as well - will put on the to do list :)

Lux? never heard of it :lol:

User avatar
F.ip2
Posts: 160
Joined: Thu Aug 10, 2006 11:05 am

Post by F.ip2 » Sun Sep 14, 2008 10:24 am

Lux is like Indigo, however it is new and open-source.
Not yet as complete and fast as Indigo.


BTW I have a serious issue with UVs.

I cannot get any texture running using the UVs I created with unwrapping even a simple sphere.

I even set up a normal Blender material and hit convert.

this is the error I get

1 UV coordinate set(s) found.
0 UV coordinate set(s) found.
Fatal Error: IndigoDriverExcep: SceneLoaderExcep: ObjectExcep: No such uv set 'UVTex' (In element 'model', around line 3063, column 5)
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator

Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

User avatar
F.ip2
Posts: 160
Joined: Thu Aug 10, 2006 11:05 am

Post by F.ip2 » Sun Sep 14, 2008 10:34 am

oh I got it

also In Blender the channels need to be renamed like bump and albedo !!!

get it now
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator

Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

Big Fan
Posts: 745
Joined: Tue Oct 17, 2006 9:37 am
Location: Nelson NZ

Post by Big Fan » Sun Sep 14, 2008 10:34 am

I believe I answered your question in the 'uvsets' thread

if you use the green buttons and the populate button the tex slots and naming is done for you

User avatar
F.ip2
Posts: 160
Joined: Thu Aug 10, 2006 11:05 am

Post by F.ip2 » Sun Sep 14, 2008 11:15 am

Yes you did - it works fine now !!!



so there is actually no way to have U and V exponent values?
You need to use a bump map to fake anisotropic reflections?
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator

Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

User avatar
dougal2
Developer
Posts: 2532
Joined: Wed Nov 15, 2006 8:17 am
Location: South London

Post by dougal2 » Sun Sep 14, 2008 11:26 am

F.ip2 wrote:You need to use a bump map to fake anisotropic reflections?
yup, indigo has no anisotropy

User avatar
F.ip2
Posts: 160
Joined: Thu Aug 10, 2006 11:05 am

Post by F.ip2 » Sun Sep 14, 2008 11:55 am

than there are also no blurred reflections

like sand blasted and brushed? wops...
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator

Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

Big Fan
Posts: 745
Joined: Tue Oct 17, 2006 9:37 am
Location: Nelson NZ

Post by Big Fan » Sun Sep 14, 2008 12:30 pm

@F.ip2
ok last question I chase Claas around the forums to answer today

I have put these couple of shaders in specular reflectivity for my own use for Solidworks purposes.
I am sharing this script version with the community until smartden returns from holiday.
Hopefully he will update the official blendigo then.
Whether he puts any shaders in there I dont know.

If people try these shaders they can see in the .igs examples of the new shader lanuage in action.
I have not exposed any shader parameters in the UI other than in one the anist direction - it could be done of course -I might do it yet..
These shaders can do many things -true anistrophy is not one of them.

You have posted another question in the 'Shader tests" thread (which I answered) so I am sure you looked through the examples and are aware what they are capable of.
Indeed it is already said there about not being true anistrophy.
You can see the effect of this 'brushed' shader in the quick pic I did in the first post

If you are disappointed with that ATM please direct put in a request for something better, coded in Indigo to ono

User avatar
F.ip2
Posts: 160
Joined: Thu Aug 10, 2006 11:05 am

Post by F.ip2 » Sun Sep 14, 2008 12:57 pm

Hey Big Fan,

thanks for your answer.

I am not disappointed - I was just surprised that Indigo still does not have any true anisotropic reflection.

So Indigo has a new shader language as you say?
I should look that up - I just came back to Indigo today.
used it a year ago.
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator

Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

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

Post by CTZn » Sun Sep 14, 2008 7:57 pm

I was just surprised that Indigo still does not have any true anisotropic reflection.
What you call a "true anisotropic reflection" is just an approximation, I think that explains why.

I haven't tested it personally but Ono posted brushed metal using procedural bump, and I for one would not privilegiate the method you are asking for F.ip2.
obsolete asset

Big Fan
Posts: 745
Joined: Tue Oct 17, 2006 9:37 am
Location: Nelson NZ

Post by Big Fan » Sun Sep 14, 2008 9:56 pm

the link you posted is to the bump shader I incorporated in my exporter for spec refl materials as 'brushed' @CTZN :wink:

perhaps Claas should try it out in a scene to see how it looks 8)

I also used the shader at the top of the page as 'burnished'

I need to revisit these to expose more controls but I hope they give acceptable results or at least they are encouraging

I may incorporate other shaders I spot as well if I think they are useful.

User avatar
F.ip2
Posts: 160
Joined: Thu Aug 10, 2006 11:05 am

Post by F.ip2 » Mon Sep 15, 2008 12:53 am

I tested that one already.

Till today - I never found any bump trick which provides the same stretched reflection that gets close to the metal work I do.

Often in studio shots you see the scratches as some lines maybe but the reflection is finely blurred.

If you think about it, imagine how fine the texture has to be to even be able to get the same density. That means the lines have to be multiple times smaller than a screen pixel.



Claas
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator

Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

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

Post by OnoSendai » Mon Sep 15, 2008 1:14 am

F.ip2 wrote:I tested that one already.

Till today - I never found any bump trick which provides the same stretched reflection that gets close to the metal work I do.

Often in studio shots you see the scratches as some lines maybe but the reflection is finely blurred.

If you think about it, imagine how fine the texture has to be to even be able to get the same density. That means the lines have to be multiple times smaller than a screen pixel.

Claas
I think the scratch shader that big fan is referring to uses fractal procedural bump mapping, which means that the scratches can be *really* small if needed, without requiring gigantic texture maps.

User avatar
F.ip2
Posts: 160
Joined: Thu Aug 10, 2006 11:05 am

Post by F.ip2 » Mon Sep 15, 2008 3:43 am

Hi Ono,

so the bump is created through a procedural map.

Interesting - from my experience with Renderman
procedurals can produce good results.

Most of the time I use a combination of stretched blurred
reflections and added a coarse bump map to the color
channel.

I added a link to a physical object. It shows a typical metal surface
we use. It is basically first polished and than later gentle brushed in
this case - producing soft blurred reflections and depending of the
view a brushed look texture (top face of box part).

So those groves are actually TINY when not even invisible.

http://picasaweb.google.com/www.ckbrd.d ... 0741362018
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator

Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

User avatar
F.ip2
Posts: 160
Joined: Thu Aug 10, 2006 11:05 am

Post by F.ip2 » Mon Sep 15, 2008 3:51 am

I added this to my shader and Indigo always crashes without any warning...

I have the 1.1.0 build and exporter. I use the material with the user external material option on a UV unwrapped mesh.

Any tip? I would like to see how far the procedural could created directional blurred reflections.


<?xml version="1.0" encoding="utf-8" ?>
<scenedata>
<material>
<name>Sphere</name>

<phong>
<exponent>
<constant>10000</constant>
</exponent>
<specular_reflectivity>
<constant>
<uniform>
<value>0.6</value>
</uniform>
</constant>
</specular_reflectivity>

<bump>
<shader>
<shader>
<![CDATA[
def eval() real :
mul(
fbm(
dot(
vec2(300.0, 300.0),
getTexCoords(0)
),
10
),
0.001
)
]]>
</shader>
</shader>
</bump>
</phong>

</material>
</scenedata>
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator

Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

Post Reply
78 posts

Who is online

Users browsing this forum: No registered users and 80 guests