Blendigo for 1.1.18

Announcements, requests and support regarding the Blender Indigo export script
neepneep
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Re: Blendigo for 1.1.18

Post by neepneep » Thu May 07, 2009 10:03 pm

Big Fan wrote:I think the ugly aspect of the disturbance largely comes from some people who are a bit too reactive and unfortunately too ready to be a little naughty in their mouthing off..
The ugly aspect clearly originates from you because you come off as highly caustic, bitter and resentful towards how Indigo has been managed. The manner in which you talk to people and how you belittle Ono's efforts clearly shows you are out to rock the boat.

If you are not confident about where Indigo is heading, then maybe you need to step off the boat or just stick to PM'ing people and save the rest of us from your incessant negativity.

Big Fan
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Re: Blendigo for 1.1.18

Post by Big Fan » Fri May 08, 2009 1:02 am

@neepneep

CTZn went too far today and got his ear chewed
I am actually a nice guy you know :wink: but there are limits to my patience for silly nonsense.
FYI I have sent an email to Ono about the matters I asked about above.
Hopefully it gets sorted.

have a nice week BF

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WytRaven
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Re: Blendigo for 1.1.18

Post by WytRaven » Fri May 08, 2009 4:59 am

Big Fan wrote:but there are limits to my patience for silly nonsense.
We all have limits when it comes to silly nonsense and that, my friend, is why you are copping flack... :roll:
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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5OnIt
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Re: Blendigo for 1.1.18

Post by 5OnIt » Fri May 08, 2009 4:12 pm

Borgleader wrote:I'm currently learning C/C++ on my own (finally found a good site) so maybe one day I'll be able to participate in this and help out (I mean...once i got C down python shouldnt be so hard... it has a reputation of being "easy" to learn or so i heard).
Borg... I don't claim to know everything about C++ but I do tutor in it. If you need any help, just PM me. If I know the answer, I'll help you.

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lycium
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Re: Blendigo for 1.1.18

Post by lycium » Fri May 08, 2009 7:44 pm

Big Fan wrote:I think the ugly aspect of the disturbance largely comes from some people who are a bit too reactive and unfortunately too ready to be a little naughty in their mouthing off..
Image

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SmartDen
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Re: Blendigo for 1.1.18

Post by SmartDen » Fri May 08, 2009 8:13 pm

Stop that shit, guys! :evil:
Better look what i have done here http://www.youtube.com/watch?v=riTguBkH5DA
i'm currently working on ficus animation in blendigo. it's a test render
Check normals, dude!

Image
Image

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Doug Armand
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Re: Blendigo for 1.1.18

Post by Doug Armand » Fri May 08, 2009 11:10 pm

SmartDen wrote:Stop that shit, guys! :evil:
Better look what i have done here http://www.youtube.com/watch?v=riTguBkH5DA
i'm currently working on ficus animation in blendigo. it's a test render

Thats a pretty cool effect. How long to render the frames cos it looks reasonably flicker free
Doug

Doug Armand

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SmartDen
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Re: Blendigo for 1.1.18

Post by SmartDen » Sat May 09, 2009 1:03 am

Doug Armand wrote:
SmartDen wrote:Stop that shit, guys! :evil:
Better look what i have done here http://www.youtube.com/watch?v=riTguBkH5DA
i'm currently working on ficus animation in blendigo. it's a test render

Thats a pretty cool effect. How long to render the frames cos it looks reasonably flicker free
Each frame took about 7 minutes, there are 120 frames. i added a smoothing filter to reduce noise.
Check normals, dude!

Image
Image

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delic
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Re: Blendigo for 1.1.18

Post by delic » Sat May 09, 2009 8:16 pm

Nice.

You could perhaps have less compression artifacts showing it on vimeo, not sure.

It's quite difficult to judge if it's stream compression, flicker, or DOF noise.

Also, blendigo 1.1.18 works fine for me, just still doesn't understand how mat previews work, cant get any ...

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Jambert
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Re: Blendigo for 1.1.18

Post by Jambert » Sun May 10, 2009 8:10 am

Thx for your work Smart :D

Regius
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Re: Blendigo for 1.1.18

Post by Regius » Mon May 11, 2009 7:42 am

Sorry for posting on topic, and disturbing the flame that just started! :lol:

@SmartDen. I just upgraded to 1.1.18 (from 1.1.14) using the win32 installer. All works fine, but every time I start blendigo it complains that indigo path is not set. After setting it up is OK until next Blender start. Curious thing is that IndigoWrapper.conf points correctly (located on C:\Program Files\Blender Foundation\Blender\.blender\scripts\bpydata\ on my machine).
Last edited by Regius on Mon May 18, 2009 9:37 pm, edited 1 time in total.

marcbartels
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Re: Blendigo for 1.1.18

Post by marcbartels » Mon May 11, 2009 8:19 am

Maybe noone uses dupligroups in Blender, and so nobody noticed that they don't work in Blendigo anymore. The objects that belong to the group are not exported. That used to work in older version, although this was about 1,5 years ago. Perhaps that was in 1.0.9 or even older (0.9)?

neepneep
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Re: Blendigo for 1.1.18

Post by neepneep » Mon May 11, 2009 9:16 am

@Regius
SmartDen wrote: [*] Indigo Path will be saved in Blendigo now (System)

If you want Blender to remember your Indigo path then forget about setting up the indigowrapper.conf, instead start a blank scene, open Blendigo and set the Indigo path in the system tab, then press CTRL-U ----> This will save the setting as your preference and remember it into the future.

Regius
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Re: Blendigo for 1.1.18

Post by Regius » Tue May 12, 2009 5:05 pm

Ok, I'll try this. From this initial post it wasnt'n clear enough. So, this is what "(System)" note is all about. Thanks a lot!

dmn
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Re: Blendigo for 1.1.18

Post by dmn » Thu Jun 18, 2009 5:43 pm

I think I found a little bug in blendigo 1.1.18. Don't know if it carries through to 2.0.6. I was testing displacement and noticed that using displacement with a specular material doesn't have the same result as with other material types. I found that the diplacement amount could not be adjusted with the 'B' parameter as other materials allow. I looked at the IGS and noticed that for the specular material the whole texture component is defined twice. The first texture's 'B' has a value of 1, and the second contains the value I entered from blender. It appears that the first texture definition causes the second to be bypassed. Code and result below:

Code: Select all

	<material>
		<name>disporen</name>
		<oren_nayar>
			<sigma><constant>0.200000</constant></sigma>
			<texture>
				<path>C:\...\5.jpg</path>
				<exponent>2.200000</exponent>
				<uv_set>screw</uv_set>
				<b>0.04</b>
			</texture>
			<albedo>
				<constant><rgb>
					<rgb>0.8 0.8 0.8</rgb>
					<gamma>2.2</gamma>
				</rgb></constant>
			</albedo>
			<displacement>
				<texture>
					<texture_index>0</texture_index>
				</texture>
			</displacement>		</oren_nayar>
	</material>


	<medium>
		<name>dispec</name>
		<precedence>10</precedence>
		<basic>
			<ior>1.60838</ior>
			<cauchy_b_coeff>0</cauchy_b_coeff>
			<absorption_coefficient_spectrum>
				<rgb>
					<rgb>0.121205 0.206049 0.266651</rgb>
					<gamma>2.2</gamma>
				</rgb>
			</absorption_coefficient_spectrum>
		</basic>
	</medium>
	<material>
		<name>dispec</name>
		<specular>
			<transparent>false</transparent>
			<internal_medium_name>dispec</internal_medium_name>
			<texture>
				<path>C:\...\5.jpg</path>
				<uv_set>screw</uv_set>
				<exponent>2.200000</exponent>
				<a>0</a>
				<b>1</b>
				<c>0</c>
			</texture>
			<texture>
				<path>C:\...\5.jpg</path>
				<exponent>2.200000</exponent>
				<uv_set>screw</uv_set>
				<b>0.04</b>
			</texture>
			<displacement>
				<texture>
					<texture_index>0</texture_index>
				</texture>
			</displacement>		</specular>
	</material>
Attachments
im1245300021.jpg
left is oren-nayer, right is spec, same 'B' value
im1245300021.jpg (48.24 KiB) Viewed 5723 times

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