Blendigo 2.2.11-b

Announcements, requests and support regarding the Blender Indigo export script
Big Fan
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Location: Nelson NZ

Re: Blendigo 2.2.11-b

Post by Big Fan » Sun Dec 20, 2009 7:12 am

used to be like this for 1.18 -

Code: Select all

<layer_name>
		<layer_index>0</layer_index>
		<layer_name>sun</layer_name>
</layer_name>
<layer_name>
		<layer_index>1</layer_index>
		<layer_name>cube</layer_name>
</layer_name>

Code: Select all

	<background_settings>
		<background_material>
			<material>
				<name>background</name>
				<diffuse>
					<texture>
						<uv_set>albedo</uv_set>
						<path>g:\textures\maps-hdr lat-long\night at wharf.exr</path>
						<exponent>1</exponent>
						<tex_coord_generation>
							<spherical>
								<rotation>
									<axis_rotation>
										<axis>0 0 1</axis>
										<angle>0.174532</angle>
									</axis_rotation>
								</rotation>
							</spherical>
						</tex_coord_generation>
					</texture>

					<base_emission>
						<constant>
						<blackbody>
							<temperature>5000</temperature>
							<gain>1</gain>
						</blackbody>
						</constant>
					</base_emission>

					<emission>
						<texture>
							<texture_index>0</texture_index>
						</texture>
					</emission>
				</diffuse>
			</material>
		</background_material>

		<emission_scale>
			<material_name>background_material</material_name>
			<measure>luminance</measure>
			<value>1+e8</value>
		</emission_scale>
	</background_settings>
merry xmas and no I am not back
Attachments
exr.JPG
exr.JPG (31.4 KiB) Viewed 5019 times
labels.JPG
labels.JPG (29.29 KiB) Viewed 5019 times
Last edited by Big Fan on Sun Dec 20, 2009 8:59 am, edited 1 time in total.

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Jambert
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Re: Blendigo 2.2.11-b

Post by Jambert » Sun Dec 20, 2009 7:42 am

Great, first time I see this exporter, is it yours!?

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dougal2
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Re: Blendigo 2.2.11-b

Post by dougal2 » Sun Dec 20, 2009 7:48 am

Thanks for the hints BF. Very helpful indeed :).

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OnoSendai
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Re: Blendigo 2.2.11-b

Post by OnoSendai » Sun Dec 20, 2009 10:01 pm

Hi BigFan :)

enricocerica
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Re: Blendigo 2.2.11-b

Post by enricocerica » Mon Dec 21, 2009 3:48 am

Hi Dougal2,

First thanks for that update

Second I agree with BigFan, it's a pain to manage light layers during render time.

I made some additional tests and here are some remarks :

The subdivision values are still stored in the scene properties, don't know why but imo this is not consistent as they still exist when the objects are deleted.

The lens shift does not work properly, horizontal value is set with blender vertical and vice & versa. In addition indigo values are set with blender values but they don't seem to correspond to what indigo is expecting ...

The displacement tab does not stay open it is always closed after has been open, don't know if this has an impact.

I continue testing ...

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dougal2
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Re: Blendigo 2.2.11-b

Post by dougal2 » Mon Dec 21, 2009 4:18 am

enricocerica wrote:The subdivision values are still stored in the scene properties, don't know why but imo this is not consistent as they still exist when the objects are deleted.
I'm not sure what you mean by this. As far as I can tell the following data:
- subdivision enabled
- max num subdivisions
- pixel threshold
- curvature threshold
- subdiv smooting

are all settings stored in the mesh data in blender. If you open the 'ID Property Browser' from the help menu, choose 'meshes' from the dropdown on the right, and choose a mesh with subdiv options set, you will find the indigo subdiv settings in there.

However, an 'object' in blender is a different thing. Think of it as an 'instance' of a mesh (it is in fact an indigo <model>).

Seeing as the subdivision settings in Indigo are properties of the <mesh> and not the <model>, I think the behaviour is correct.

Sorry for spelling this out, but I was working it out myself as I went ;)

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dougal2
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Re: Blendigo 2.2.11-b

Post by dougal2 » Mon Dec 21, 2009 4:33 am

enricocerica wrote:The lens shift does not work properly, horizontal value is set with blender vertical and vice & versa. In addition indigo values are set with blender values but they don't seem to correspond to what indigo is expecting ...
There is no correlation or connection at all between blender lens shift and Indigo's because they use different units of measure.

In blender, the values are a fraction of the frame with. X shift 0.5 = half-frame shift to the right.

In Indigo, the values are in meters (they are currently labelled incorrectly, I admit). Right shift 0.005 = 5mm shift to the right. To convert this to the blender 'fractional' values, you need to divide by Indigo's 'film with' setting.
5/35 = 0.143 'X' shift.

NOTE: I corrected the meters/mm bug in the screenshot below. None of this conversion will be necessary in the future.
Attachments
lens-shift.jpg
lens-shift.jpg (109.27 KiB) Viewed 4909 times

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Jambert
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Re: Blendigo 2.2.11-b

Post by Jambert » Mon Dec 21, 2009 4:40 am

dougal2 wrote: NOTE: In future release, the shift values will be in mm (as labelled) so that it's easier to compare against Film Width.
Great :)
Jambert wrote:thx
- working master doesn't work with animation rendering
Is it on your TODO list?

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dougal2
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Re: Blendigo 2.2.11-b

Post by dougal2 » Mon Dec 21, 2009 4:48 am

Jambert wrote:
dougal2 wrote: NOTE: In future release, the shift values will be in mm (as labelled) so that it's easier to compare against Film Width.
Great :)
I've just changed my mind. For after 2.2 stable, camera shift will simply use the values from Blender, as you can see the effect in the 3D viewport. conversion to indigo values will happen automatically.
Jambert wrote:
Jambert wrote:thx
- working master doesn't work with animation rendering
Is it on your TODO list?
Yes

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Doug Armand
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Re: Blendigo 2.2.11-b

Post by Doug Armand » Mon Dec 21, 2009 4:54 am

dougal2 wrote: camera shift will simply use the values from Blender, as you can see the effect in the 3D viewport. conversion to indigo values will happen automatically.
That would be a great and real improvement from the current setup - hate to rub it in but LuxRender had this a while ago

So this is indeed great progress and added value Dougal2 - much appreciated
Doug

Doug Armand

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dougal2
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Re: Blendigo 2.2.11-b

Post by dougal2 » Mon Dec 21, 2009 5:03 am

FakeShamus wrote:one little problem with the XM button. when it is unclicked it works now and doesn't export the .igmeshes, but it also removes the references to the paths for the meshes. model elements are in tact in the scene, but without the paths to the igmesh data the scene is unusable. so it defeats the purpose of having that option.
Apologies, will be fixed in next release.

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Godzilla
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Re: Blendigo 2.2.11-b

Post by Godzilla » Mon Dec 21, 2009 5:50 am

dougal2 wrote: camera shift will simply use the values from Blender, as you can see the effect in the 3D viewport. conversion to indigo values will happen automatically.
Thank you very much. I was literally just going to post this as a request, then I read this. :)
samlavoie.xyz

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Godzilla
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Re: Blendigo 2.2.11-b

Post by Godzilla » Mon Dec 21, 2009 11:16 am

Another nice addition to Blendigo would be the ability to choose whether or not hidden meshes/objects are exported (If this is possible). It would be easier than having to move the meshes to a different layer, and much faster. Perhaps a button to the left of the 'XM' button that says 'XH' (Export Hidden).
samlavoie.xyz

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dakiru
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Re: Blendigo 2.2.11-b

Post by dakiru » Mon Dec 21, 2009 1:54 pm

Godzilla wrote:Another nice addition to Blendigo would be the ability to choose whether or not hidden meshes/objects are exported (If this is possible). It would be easier than having to move the meshes to a different layer, and much faster. Perhaps a button to the left of the 'XM' button that says 'XH' (Export Hidden).
+1. Very useful.

enricocerica
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Re: Blendigo 2.2.11-b

Post by enricocerica » Mon Dec 21, 2009 10:43 pm

Thanks dougal2 for the clarifications, I made some confusion between mesh and object and indeed the subdivision appears on the mesh properties. Great to hear that shift lens will be automatically set based on the Blender values, that will be very useful.
Godzilla wrote:Another nice addition to Blendigo would be the ability to choose whether or not hidden meshes/objects are exported (If this is possible). It would be easier than having to move the meshes to a different layer, and much faster. Perhaps a button to the left of the 'XM' button that says 'XH' (Export Hidden).
This is really usefull, each time a new script is out, I do at least that modification to avoid the export of hidden objects, this really improves rendering peformances and helps to manage layers. So I really encourage that functionality.

This is very simple, here is the way I managed it :

Code: Select all

	if anim:

		startF = Blender.Get('staframe')
		endF = Blender.Get('endframe')
		pb = exportProgressBar(endF-startF +1)
		print('start %d end %d'%(startF,endF))
		for i in range(startF, endF+1):
			#print('exporting frame %d\n'%i)
			pb.next('Exporting frame %d\n'%i)
			Blender.Set('curframe', i)
			Blender.Redraw()
			activelayers = Window.ViewLayers()
			for obj in Blender.Scene.GetCurrent().getChildren():
>>>>>			if not obj.restrictDisplay:
					visible = 0
					for layer in obj.layers:
						if layer in activelayers:
							visible = 1
					if visible:
						objlist.append(obj)
			string="%03d"% i
			framefilename = makename(filename, "-"+string+".igs")
			exportIndigoScene(framefilename, objlist, meshlist, matlist, pb)
			del objlist[:]#delete all list items
			del meshlist[:]
			del matlist[:]
		pb.finished()
		Blender.Set('curframe', endF)
		Blender.Redraw()
	else:
		#get all the objects in this scene in visible layers
		activelayers = Window.ViewLayers()
		for obj in Blender.Scene.GetCurrent().objects:
>>>>		if not obj.restrictDisplay:
				visible = 0

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