Blendigo for v1.1.13

Announcements, requests and support regarding the Blender Indigo export script
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palawat
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Post by palawat » Tue Nov 25, 2008 4:24 pm

SmartDen wrote:about 500,000 instances
How did you manage all that? Just Alt+D? :shock:
Cheers,

Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64

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SmartDen
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Post by SmartDen » Tue Nov 25, 2008 9:42 pm

palawat wrote:
SmartDen wrote:about 500,000 instances
How did you manage all that? Just Alt+D? :shock:
No :) I used DupliVerts 8)
Check normals, dude!

Image
Image

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

Post by StompinTom » Wed Nov 26, 2008 6:20 am

my biggest problem with high polycount scenes is manipulating the scene in Blender. once i get a couple trees in there, Blender becomes very difficult to work with (do i need a better videocard?).

how did you manage all them polygons in Blender?

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delic
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Location: Lausanne, switzerland .

Post by delic » Wed Nov 26, 2008 7:17 am

Force trees and high poly stuff to be drawn in box display(in object panel, F7, draw tab), and move them in layers to hide easily also.

Disable subsurfs for display .

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palawat
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Post by palawat » Thu Nov 27, 2008 5:22 pm

Seems like I've been away for too long to know that DupliVerts also works as instancing. :oops:

Again, thank you for your work, SmartDen.
Cheers,

Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64

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aleksandera
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Location: Slovenia

Post by aleksandera » Fri Nov 28, 2008 4:28 am

Is there any way to convert particle emited meshes to
instances?
I like them. They don't look like soldiers. :)
Attachments
FUR.jpg
FUR.jpg (130.33 KiB) Viewed 4150 times

enricocerica
Indigo 100
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Post by enricocerica » Fri Nov 28, 2008 6:01 am

Simply use CTRL+Shift+A

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aleksandera
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Location: Slovenia

Post by aleksandera » Fri Nov 28, 2008 6:26 am

Thank you!

....ore hit convert button where the particle modifier is.

Now this opens some great possibilitys
:shock:

enricocerica
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Post by enricocerica » Mon Dec 01, 2008 9:09 am

Hi SmartDen,

Just wonder if you released the final version, I downloaded the available version some days ago and I got the same issues, I mean the UV mapping and the problem with the non applied modifications on the instances.

Thanks

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SmartDen
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Post by SmartDen » Mon Dec 01, 2008 10:02 pm

enricocerica wrote:Hi SmartDen,

Just wonder if you released the final version, I downloaded the available version some days ago and I got the same issues, I mean the UV mapping and the problem with the non applied modifications on the instances.

Thanks
please, give me a sample scene
Check normals, dude!

Image
Image

enricocerica
Indigo 100
Posts: 155
Joined: Wed Jul 12, 2006 5:26 pm

Post by enricocerica » Tue Dec 02, 2008 3:37 am

Hi SmartDen,

Here is a zip containing the scene limited to this issue, the image produced with blendigo 1.1.7, blendigo 1.1.13 (current available version) and the UV Maping with the alt-z result.

http://www.myline.be/myline/3D/tests/uvPblm.zip

By the way, the current version has solved the aplly modifications problem. What about the function to limit the materials to the selected objects, the version I downloaded about 10 days ago had this feature, did you removed it due to negative feedbacks ? If so, forget it :? Also, should I redefine the mesh light materials ?

Thanks again

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