Blendigo for v1.1.5
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
If you want a temp fix for using pigms (well its not a fix its a workaround really). Un-pack them using 7zip. Then open the .igm file with notepad, and enter the appropriate information where it belongs. If there is an imagine file (which should be the case, since its packed), rename it (if you want) and uv map it like you would normally and add it where it should be in the GUI of your exporter (this is also indicated inside the .igm file. Because there will be apath in sections like "albedo" "Bump" and such).
I have never bothered to learn how .pigms work, because in all honesty the "procedure" described above gives me more control over the material, since I'm basically copying the settings in. I can therefore change them later, if you just link to an external material, you don't have that option (you can modify the file yes, but you loose the original settings).
I have never bothered to learn how .pigms work, because in all honesty the "procedure" described above gives me more control over the material, since I'm basically copying the settings in. I can therefore change them later, if you just link to an external material, you don't have that option (you can modify the file yes, but you loose the original settings).
- Heavily Tessellated
- Posts: 108
- Joined: Thu Aug 10, 2006 4:20 pm
- Location: Huh?
sick of memorizing scale ratios!
Hey, got tired of looking up conversion ratios, made a little hack. (I intentionally left WorldScale & WorldScaleExp exposed and updating; you can move them but they'll snap back, unless you pick 'manually set')
attached.
Code: Select all
diff -Nabur blendigo_v115.py blendigo_v115.py > diff
- Attachments
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- screenshot of Environment panel
- blendigoscale.jpg (32.55 KiB) Viewed 3956 times
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- diff.zip
- diff from blendigo_v115.py
(zipped as .py is not allowed) - (1.54 KiB) Downloaded 197 times
Re: sick of memorizing scale ratios!
hey good idea on that i allso wanted to add material selection for Ground plane but i cant really do that
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
okay - so we cannot use igm directly but u propose to create material manually and just use maps from pigm? is that right as i understood?Borgleader wrote:If you want a temp fix for using pigms (well its not a fix its a workaround really). Un-pack them using 7zip. Then open the .igm file with notepad, and enter the appropriate information where it belongs. If there is an imagine file (which should be the case, since its packed), rename it (if you want) and uv map it like you would normally and add it where it should be in the GUI of your exporter (this is also indicated inside the .igm file. Because there will be apath in sections like "albedo" "Bump" and such).
I have never bothered to learn how .pigms work, because in all honesty the "procedure" described above gives me more control over the material, since I'm basically copying the settings in. I can therefore change them later, if you just link to an external material, you don't have that option (you can modify the file yes, but you loose the original settings).
@Smarty - are u planning to incorporate pigms/igms within blendigo or if there is any problem that makes it impossible? can i also ask u for automatic use of disp map (when disp button is pressed within blender material)
cheers and thank u for getting the job done!
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
ookay...i downloaded grapejuice from mattDB and tried to use it on a simple sphere - no texture nedeed. i unpacked igm from pigm but error popped up -> see attachment . so do i have to edit matt name withim igm? and then it has to match matt name within blender??? its really painful when working with complex scenes...Borgleader wrote:Actually its the other way around. you cant use pigms directly, you need to extract the .igm (along with the image file if any) FROM the .pigm.
- Attachments
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- error popup
- 2008-07-11_184310.jpg (11.42 KiB) Viewed 3689 times
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Borgleader wrote:maybe a "get mat name" button could be added. but tbh just open it up in notepad...its not so hard. I have the igm set to open in notepad by default so i just double click...its easy really.
yeee but imagine a scene with 50+ matts...geez whatta mess..
im just wondering if this is impossible to be done by script itself, as well as assigning displace map and alike...thats the sripts are made for i think - to do tedious things automatically...
Blendigo with animation
Please test!
Please test!
- Attachments
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- blendigo_v115.zip
- Blendigo with animation
- (30.44 KiB) Downloaded 334 times
Check normals, dude!




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