Indigo 0.6 test 1 blender exporter beta 1
HeLLo , first say that im impressed of that renderer.. I think that it will have a nice future .
I have Some noobish questions...
1)Can some1 explain me how take the textures i that i have made on blender?
2)When i apply , dupliverts in 1 objet in blender.. and i export it.. how i can make that the dupliverts appears in the Indigo`s Render too?
Thx
I have Some noobish questions...
1)Can some1 explain me how take the textures i that i have made on blender?
2)When i apply , dupliverts in 1 objet in blender.. and i export it.. how i can make that the dupliverts appears in the Indigo`s Render too?
Thx
radiance: Yeah, I saw these screenshots up on the documentation page, no text yet, but thanks for the screenshots! Those made me understand the basic Indigo materials.
Another question: i see the transparent tag was removed, so thats the reason why my RayMirror materials were rendered black - as the exporter used these non-existant tags.
But how does it calculate it from the IOR, if IOR == 1 then it's non-transparent?
That means we can't have anything transparent with an IOR of 1!
For example, air's IOR = 1. So air bubbles in water, glass, etc. would be rendered opaque.
zuegs: is there any way to add support for non-UV mapped textures in the exporter, ie: Orco, Global or Object coordinates? Or is that dependent on the Indigo renderer itself?
Another question: i see the transparent tag was removed, so thats the reason why my RayMirror materials were rendered black - as the exporter used these non-existant tags.
But how does it calculate it from the IOR, if IOR == 1 then it's non-transparent?
That means we can't have anything transparent with an IOR of 1!
For example, air's IOR = 1. So air bubbles in water, glass, etc. would be rendered opaque.
zuegs: is there any way to add support for non-UV mapped textures in the exporter, ie: Orco, Global or Object coordinates? Or is that dependent on the Indigo renderer itself?
"Have you ever had a render Neo you were so sure was real? What if you couldn't wake from that render? How would you know the difference between the rendered world, and the real world?"
@Zsolt:
@lukas:
ok, i confused with "DupliGroup" (i'am working on), currently there's no support for "DupliVerts", i don't know if there's a possibility to convert a DupliVerts-group to real meshes before exporting...
The exporter must deliver UV-coords to Indigo (Indigo don't know Orco, Global,... stuff). But it should be possible, by knowing implementation of this mapping types, to export coresponding UV-coords . Perhaps you can tell me in which Blender-sourcefile this mapping formulas are located so I can but this formulas in the exporter too (I never had enough endurance to search this )...zuegs: is there any way to add support for non-UV mapped textures in the exporter, ie: Orco, Global or Object coordinates? Or is that dependent on the Indigo renderer itself?
@lukas:
ok, i confused with "DupliGroup" (i'am working on), currently there's no support for "DupliVerts", i don't know if there's a possibility to convert a DupliVerts-group to real meshes before exporting...
edit the infile.txt
at the bottom you'll find:
write 2 instead of one (or 3 or 4 or ... )
at the bottom you'll find:
Code: Select all
"num_threads" "1"
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- Posts: 12
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- Location: Canada
I just set up Ubuntu and I've got indigo working great with wine. I've got blender working good too, but when I try to use the script, I get an "error: check console". So I'm wondering how you find the console for Blender in Linux...... You'd think that would be the place to have one by default, rather than windows.....
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- Posts: 12
- Joined: Sun Jul 02, 2006 2:39 am
- Location: Canada
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- Posts: 12
- Joined: Sun Jul 02, 2006 2:39 am
- Location: Canada
I'd like a new feature, if possibile
The exporter should ignore the .00x extension in the material name when dealing with nk materials!
For example when I have two different al.nk materials in my scene (different parameters or textures...), in blender one becomes al.nk and the other al.nk.001, so I have to edit every time the xml changing the reference to the nk material.
It would be useful to me if the exporter could keep the al.nk.001 name, but refer to the material al.nk
The exporter should ignore the .00x extension in the material name when dealing with nk materials!
For example when I have two different al.nk materials in my scene (different parameters or textures...), in blender one becomes al.nk and the other al.nk.001, so I have to edit every time the xml changing the reference to the nk material.
It would be useful to me if the exporter could keep the al.nk.001 name, but refer to the material al.nk
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