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Posted: Sat Nov 08, 2008 12:14 am
by SmartDen
try it now

Posted: Sat Nov 08, 2008 12:53 am
by enricocerica
enricocerica wrote:I may be wrong but it seems that bump and exponent maps are inverted, I mean bump index is used for exponent and vice/versa.

Code: Select all

	<material>
		<name>plateau table</name>
		<phong>
			<exponent>
				<constant>250</constant>
			</exponent>
			<ior>1.2</ior>
			<texture>
				<path>..\3D\Images et textures\Metal\metalbase0061_L.jpg</path>
				<uv_set>UVTex</uv_set>
				<exponent>2.200000</exponent>
				<a>0</a>
				<b>1</b>
				<c>0</c>
			</texture>
			<texture>
				<path>..\3D\Images et textures\Metal\metalbase0061_L_S.jpg</path>
				<uv_set>UVTex</uv_set>
				<exponent>2.200000</exponent>
				<a>0</a>
				<b>1</b>
				<c>0</c>
			</texture>
			<texture>
				<path>..\3D\Images et textures\Metal\metalbase0061_L_B.jpg</path>
				<uv_set>UVTex</uv_set>
				<exponent>2.200000</exponent>
				<a>0.005</a>
				<b>0.005</b>
				<c>0.005</c>
			</texture>
			<diffuse_albedo>
				<texture>
					<texture_index>0</texture_index>
				</texture>
			</diffuse_albedo>
			<bump>
				<texture>
>>>					<texture_index>1</texture_index>
				</texture>
			</bump>
			<exponent>
				<texture>
>>>					<texture_index>2</texture_index>
				</texture>
			</exponent>
		</phong>
	</material>
Thanks SmartDen, the bump in blend problem is solved. By the way the other mentioned problem reagarding the exponent and bump maps (see quoted) is still there.

Posted: Sat Nov 08, 2008 1:22 am
by Gog
Fantastic - what a come back!

Posted: Sat Nov 08, 2008 1:55 am
by marcbartels
If you add an exponent map the exponent constant from the top should be removed.

Posted: Sat Nov 08, 2008 2:06 am
by SmartDen
fixed. i guess...

Posted: Sat Nov 08, 2008 4:40 am
by enricocerica
Ok SmartDen, it seems to work fine now, I mean "bump in blend" and exponent/bump maps . Thanks.

Here is something I forgot to mention, instances ( Copy with ALT D) are not well managed and it seems that, at least the rotations are not applied during the export process, don't know if other transformations are concerned. This was the case in the release I used yesturday, don't know if you fixed it in the recent releases.

One great thing which I think existed previously is the ability to limit the material menu to the materials linked to the selected objects, when the amout of materials is huge, you must rename them to be able to select them in the menu :?

Thanks again for your job

Posted: Sun Nov 09, 2008 11:32 pm
by manitwo
Small bugreport:

Blendigo v1.1.13 wont start if no object is selected.

Code: Select all

Traceback (most recent call last):
  File "/home/blabla/.blender/scripts/blendigo_v1113.py", line 3547, in event
    materialEvent(evt, val) # zuegs: added material editor
  File "/home/blabla/.blender/scripts/blendigo_v1113.py", line 1553, in materialEvent
    if (activeObject != obj) or (activeObjectMat0 != mat0):
NameError: global name 'activeObjectMat0' is not defined
thanks for your work SmartDen :wink:

Posted: Sun Nov 09, 2008 11:39 pm
by manitwo
Small bugreport the second:

Blendigo writes the thread option in the wrapper file even if "auto threads" in blendigo is activated.

Code: Select all

nice -n 20 wine indigo.exe "../../Desktop/icecubes.igs"-t 1
happy rendering :wink:

Posted: Mon Nov 10, 2008 12:41 am
by SmartDen
manitwo wrote:Small bugreport the second:

Blendigo writes the thread option in the wrapper file even if "auto threads" in blendigo is activated.

Code: Select all

nice -n 20 wine indigo.exe "../../Desktop/icecubes.igs"-t 1
happy rendering :wink:
i guess you have not the latest version. i updated pretty often last time. download the py file and try it again, please.

Posted: Mon Nov 10, 2008 12:50 am
by manitwo
SmartDen wrote:
manitwo wrote:Small bugreport the second:

Blendigo writes the thread option in the wrapper file even if "auto threads" in blendigo is activated.

Code: Select all

nice -n 20 wine indigo.exe "../../Desktop/icecubes.igs"-t 1
happy rendering :wink:
i guess you have not the latest version. i updated pretty often last time. download the py file and try it again, please.
You're right SmartDen, my fault :oops:
works great!

Posted: Mon Nov 10, 2008 1:04 am
by SmartDen
still you get this error?

Code: Select all

Traceback (most recent call last):
  File "/home/blabla/.blender/scripts/blendigo_v1113.py", line 3547, in event
    materialEvent(evt, val) # zuegs: added material editor
  File "/home/blabla/.blender/scripts/blendigo_v1113.py", line 1553, in materialEvent
    if (activeObject != obj) or (activeObjectMat0 != mat0):
NameError: global name 'activeObjectMat0' is not defined
i cann't reproduce it

Posted: Mon Nov 10, 2008 1:12 am
by manitwo
SmartDen wrote:still you get this error?

Code: Select all

Traceback (most recent call last):
  File "/home/blabla/.blender/scripts/blendigo_v1113.py", line 3547, in event
    materialEvent(evt, val) # zuegs: added material editor
  File "/home/blabla/.blender/scripts/blendigo_v1113.py", line 1553, in materialEvent
    if (activeObject != obj) or (activeObjectMat0 != mat0):
NameError: global name 'activeObjectMat0' is not defined
i cann't reproduce it
yes, try this to reproduce:
- make a new object (a plane or something)
- delete that object so nothing is seleced (also make sure nothing is highlighted in the outliner)
- try to start blendigo

Posted: Mon Nov 10, 2008 1:50 am
by manitwo
it looks like blackbody support of the emitters has been dropped?

Posted: Mon Nov 10, 2008 3:24 am
by SmartDen
manitwo wrote:it looks like blackbody support of the emitters has been dropped?
not realy, i just overseen it in the documentation :oops: will add it tomorrow

Posted: Mon Nov 10, 2008 3:56 am
by manitwo
SmartDen wrote:not realy, i just overseen it in the documentation :oops: will add it tomorrow
hehe, no rush 8)