Blendigo 2.4.x Releases
Re: Blendigo 2.4.x Releases
Couldn't get motion blur to work either. Tried with different exposure durations, which I guess controls shutter speed?
Aperture blade offset seems too large above .35. If you go above that you will get 4 additional blades, so maybe limit to .35.
Curved blades give softer glare, but curvature 10 gives sharp, and 1 soft, so if curvature controls the blade curvature, the values are inverted.
Advantix 100 is default camera tonemapping preset in blendigo, but switches to dscs315 in idigo.
You should exclude source.txt from presets.
Aperture blade offset seems too large above .35. If you go above that you will get 4 additional blades, so maybe limit to .35.
Curved blades give softer glare, but curvature 10 gives sharp, and 1 soft, so if curvature controls the blade curvature, the values are inverted.
Advantix 100 is default camera tonemapping preset in blendigo, but switches to dscs315 in idigo.
You should exclude source.txt from presets.
Re: Blendigo 2.4.x Releases
Thanks for the feedback, I will try to address these issues soon.
- Doug Armand
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- Location: London UK
Re: Blendigo 2.4.x Releases
Bug or just annoying by design?
I often keep the camera & sun on a separate layer to aid with modelling/material workflow so I easily hide them while working.
Sometimes when test rendering I forget to unhide the layer before exporting... .So I get a black render and go back to blender to unhide the layer and re-export/render. Still black. Because Blendigo kindly changes my Sun setting in Environment to None(mesh emitters only) if there is no sun on exporting. So I then re-enable this option and re-render and alls well in my world - except I am by now a bit peeved - especially if the scene is complex and takes a while to export.
I know I could just learn that Blendigo does this and adjust but I'm just too old to learn new tricks
Can we please change this to leave the user defined setting intact?
I often keep the camera & sun on a separate layer to aid with modelling/material workflow so I easily hide them while working.
Sometimes when test rendering I forget to unhide the layer before exporting... .So I get a black render and go back to blender to unhide the layer and re-export/render. Still black. Because Blendigo kindly changes my Sun setting in Environment to None(mesh emitters only) if there is no sun on exporting. So I then re-enable this option and re-render and alls well in my world - except I am by now a bit peeved - especially if the scene is complex and takes a while to export.
I know I could just learn that Blendigo does this and adjust but I'm just too old to learn new tricks
Can we please change this to leave the user defined setting intact?
Doug
Doug Armand
Doug Armand
Re: Blendigo 2.4.x Releases
*thinking out loud*
@Doug
I understand that's annoying, but what about the case where someone wants the sun hidden (switched off) so they move it to an inactive layer, but forget to (or don't realise they should) change Blendigo's environment settings?
I suppose in that case, Blendigo could export the default background environment (or no environment) without changing the settings on the Env tab, and write a message to the console ?
That is an error situation, and I think it can be handled more gracefully.
@Doug
I understand that's annoying, but what about the case where someone wants the sun hidden (switched off) so they move it to an inactive layer, but forget to (or don't realise they should) change Blendigo's environment settings?
I suppose in that case, Blendigo could export the default background environment (or no environment) without changing the settings on the Env tab, and write a message to the console ?
That is an error situation, and I think it can be handled more gracefully.
Re: Blendigo 2.4.x Releases
Since you obviously can detect that there is no sun and switch to mesh emitters only, can't you detect if the sun is being added/moved to layer 1, then automatically change to sky+sun environment?
I don't think anyone adds a sun/moves it to layer 1 if they're not going to use it in the render.
Edit: Ah, you didn't move it to layer 1.
Detect if the sun is visible then...
Edit2: If there's a sun visible in blender, use sun+sky.
If the sun is hidden, use mesh emitters.
If you select background or envmap in blendigo, use that.
You would need a new option in dropdown: Detect sun... or something.
I don't think anyone adds a sun/moves it to layer 1 if they're not going to use it in the render.
Edit: Ah, you didn't move it to layer 1.
Detect if the sun is visible then...
Edit2: If there's a sun visible in blender, use sun+sky.
If the sun is hidden, use mesh emitters.
If you select background or envmap in blendigo, use that.
You would need a new option in dropdown: Detect sun... or something.
- Doug Armand
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Re: Blendigo 2.4.x Releases
If the user wants to temporarily disable the sun its as easy as changing it in the environ tab. This is a user led decision. As is my selection of Physical Sun in the first place.dougal2 wrote:*thinking out loud*
@Doug
I understand that's annoying, but what about the case where someone wants the sun hidden (switched off) so they move it to an inactive layer, but forget to (or don't realise they should) change Blendigo's environment settings?
User decisions should always be respected and supercede 'clever' programming
Maybe it's just me who falls foul of this? if so ignore it and I'll get used to it eventually I guess
Doug
Doug Armand
Doug Armand
- Doug Armand
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Re: Blendigo 2.4.x Releases
How are you setting the animation keys? using dummies and parenting? if so that won't work.dag wrote:Couldn't get motion blur to work either. Tried with different exposure durations, which I guess controls shutter speed?
Aperture blade offset seems too large above .35. If you go above that you will get 4 additional blades, so maybe limit to .35.
Curved blades give softer glare, but curvature 10 gives sharp, and 1 soft, so if curvature controls the blade curvature, the values are inverted.
Advantix 100 is default camera tonemapping preset in blendigo, but switches to dscs315 in idigo.
You should exclude source.txt from presets.
- Attachments
Last edited by Doug Armand on Fri Jun 25, 2010 7:18 am, edited 1 time in total.
Reason: Added image to show motion blur working
Reason: Added image to show motion blur working
Doug
Doug Armand
Doug Armand
Re: Blendigo 2.4.x Releases
I don't mind changing the behaviour so that Blendigo doesn't mess with the user's settings, but I think the current behaviour was introduced to help the situation whereby someone changes the Env type to Sun+Sky without adding a Blender sun lamp and then expects the render to be lit by a Sun.
Probably the 'code intervention' (warning message, or disabled UI) needs to happen at the point the user chooses Sun+Sky when there's no Sun lamp present, rather than doing it at export time.
You're not the error Doug, Blendigo is
Probably the 'code intervention' (warning message, or disabled UI) needs to happen at the point the user chooses Sun+Sky when there's no Sun lamp present, rather than doing it at export time.
You're not the error Doug, Blendigo is
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Re: Blendigo 2.4.x Releases
I like the idea that, upon export, if the Environment is set to Sun/Sky and no Sun lamp is found, Blendigo will write out just a Background color and a warning so that the rendering can continue, but that the user is aware that the Sun is missing, without changing the values in Blendigo (which, I agree, has nailed me several times!).dougal2 wrote:I don't mind changing the behaviour so that Blendigo doesn't mess with the user's settings, but I think the current behaviour was introduced to help the situation whereby someone changes the Env type to Sun+Sky without adding a Blender sun lamp and then expects the render to be lit by a Sun.
Probably the 'code intervention' (warning message, or disabled UI) needs to happen at the point the user chooses Sun+Sky when there's no Sun lamp present, rather than doing it at export time.
You're not the error Doug, Blendigo is
Re: Blendigo 2.4.x Releases
What's the proper and simplest way to do it?Doug Armand wrote:How are you setting the animation keys? using dummies and parenting? if so that won't work.
I tried I > Loc, move to frame 50, I > Loc, with stationary camera, cube moving. Tried camera tracking cube with monkeys behind. Tried camera moving.
Also, if I use below 1/30 exposure, I get
Code: Select all
INDIGO EXPORT
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\blendigo.py
", line 4247, in buttonEvt
exportStill(defaultFile)
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\blendigo.py
", line 3387, in exportStill
export(filename, False)
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\blendigo.py
", line 3335, in export
if exportIndigoScene(filename, objlist, meshlist, matlist):
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\blendigo.py
", line 3071, in exportIndigoScene
icurx[current_frame] * 10, # IPO rotation values are in 10 degree units
TypeError: 'NoneType' object is unsubscriptable
- Doug Armand
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- Location: London UK
Re: Blendigo 2.4.x Releases
Yes I've had similar problems. Try this - add a Loc key at frame 1 then move to frame 2 and move your object slightly and add another Loc key and finally move to your last frame and then add a final Loc key and see if that fixes it? Seems to be a Blender problem I think. What version are you using?dag wrote:What's the proper and simplest way to do it?Doug Armand wrote:How are you setting the animation keys? using dummies and parenting? if so that won't work.
I tried I > Loc, move to frame 50, I > Loc, with stationary camera, cube moving. Tried camera tracking cube with monkeys behind. Tried camera moving.
Also, if I use below 1/30 exposure, I get
Code: Select all
INDIGO EXPORT Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\blendigo.py ", line 4247, in buttonEvt exportStill(defaultFile) File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\blendigo.py ", line 3387, in exportStill export(filename, False) File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\blendigo.py ", line 3335, in export if exportIndigoScene(filename, objlist, meshlist, matlist): File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\blendigo.py ", line 3071, in exportIndigoScene icurx[current_frame] * 10, # IPO rotation values are in 10 degree units TypeError: 'NoneType' object is unsubscriptable
BTW sorry Dougal for getting slightly off-topic
Doug
Doug Armand
Doug Armand
- Doug Armand
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- Location: London UK
Re: Blendigo 2.4.x Releases
Another design improvement
Might want to check to see if a valid .exr file has been selected when using HDRI environments.
Currently one can set HDRI environment and not select a .exr file and Blendigo will export with no errors - though of course Indigo picks up the error before starting to render.
Might want to check to see if a valid .exr file has been selected when using HDRI environments.
Currently one can set HDRI environment and not select a .exr file and Blendigo will export with no errors - though of course Indigo picks up the error before starting to render.
Doug
Doug Armand
Doug Armand
Re: Blendigo 2.4.x Releases
Using 2.49b. Tried both 64 and 32 bit.
Using rotation instead of location I can go below 1/30, but still no motion blur. Tried with a bunch of keyframes including frame 2.
Getting blur in blender render is easy.
Using rotation instead of location I can go below 1/30, but still no motion blur. Tried with a bunch of keyframes including frame 2.
Getting blur in blender render is easy.
Re: Blendigo 2.4.x Releases
I think you need to add both location and rotation keys, even if your object does not rotate.dag wrote:Using 2.49b. Tried both 64 and 32 bit.
Using rotation instead of location I can go below 1/30, but still no motion blur. Tried with a bunch of keyframes including frame 2.
Getting blur in blender render is easy.
Re: Blendigo 2.4.x Releases
That's it, thanks.
But is this a bug/limitation in blendigo?
I mean, it doesn't matter if I have to apply loc or locrot, but you don't have to do that in blender render.
But is this a bug/limitation in blendigo?
I mean, it doesn't matter if I have to apply loc or locrot, but you don't have to do that in blender render.
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