Blendigo for v1.1.13
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- Posts: 155
- Joined: Wed Jul 12, 2006 5:26 pm
Thanks SmartDen, the bump in blend problem is solved. By the way the other mentioned problem reagarding the exponent and bump maps (see quoted) is still there.enricocerica wrote:I may be wrong but it seems that bump and exponent maps are inverted, I mean bump index is used for exponent and vice/versa.
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<material> <name>plateau table</name> <phong> <exponent> <constant>250</constant> </exponent> <ior>1.2</ior> <texture> <path>..\3D\Images et textures\Metal\metalbase0061_L.jpg</path> <uv_set>UVTex</uv_set> <exponent>2.200000</exponent> <a>0</a> <b>1</b> <c>0</c> </texture> <texture> <path>..\3D\Images et textures\Metal\metalbase0061_L_S.jpg</path> <uv_set>UVTex</uv_set> <exponent>2.200000</exponent> <a>0</a> <b>1</b> <c>0</c> </texture> <texture> <path>..\3D\Images et textures\Metal\metalbase0061_L_B.jpg</path> <uv_set>UVTex</uv_set> <exponent>2.200000</exponent> <a>0.005</a> <b>0.005</b> <c>0.005</c> </texture> <diffuse_albedo> <texture> <texture_index>0</texture_index> </texture> </diffuse_albedo> <bump> <texture> >>> <texture_index>1</texture_index> </texture> </bump> <exponent> <texture> >>> <texture_index>2</texture_index> </texture> </exponent> </phong> </material>
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- Posts: 7
- Joined: Wed Aug 23, 2006 10:28 pm
- Location: Hannover, Germany
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- Posts: 155
- Joined: Wed Jul 12, 2006 5:26 pm
Ok SmartDen, it seems to work fine now, I mean "bump in blend" and exponent/bump maps . Thanks.
Here is something I forgot to mention, instances ( Copy with ALT D) are not well managed and it seems that, at least the rotations are not applied during the export process, don't know if other transformations are concerned. This was the case in the release I used yesturday, don't know if you fixed it in the recent releases.
One great thing which I think existed previously is the ability to limit the material menu to the materials linked to the selected objects, when the amout of materials is huge, you must rename them to be able to select them in the menu
Thanks again for your job
Here is something I forgot to mention, instances ( Copy with ALT D) are not well managed and it seems that, at least the rotations are not applied during the export process, don't know if other transformations are concerned. This was the case in the release I used yesturday, don't know if you fixed it in the recent releases.
One great thing which I think existed previously is the ability to limit the material menu to the materials linked to the selected objects, when the amout of materials is huge, you must rename them to be able to select them in the menu
Thanks again for your job
Small bugreport:
Blendigo v1.1.13 wont start if no object is selected.
thanks for your work SmartDen
Blendigo v1.1.13 wont start if no object is selected.
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Traceback (most recent call last):
File "/home/blabla/.blender/scripts/blendigo_v1113.py", line 3547, in event
materialEvent(evt, val) # zuegs: added material editor
File "/home/blabla/.blender/scripts/blendigo_v1113.py", line 1553, in materialEvent
if (activeObject != obj) or (activeObjectMat0 != mat0):
NameError: global name 'activeObjectMat0' is not defined
Small bugreport the second:
Blendigo writes the thread option in the wrapper file even if "auto threads" in blendigo is activated.
happy rendering
Blendigo writes the thread option in the wrapper file even if "auto threads" in blendigo is activated.
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nice -n 20 wine indigo.exe "../../Desktop/icecubes.igs"-t 1
i guess you have not the latest version. i updated pretty often last time. download the py file and try it again, please.manitwo wrote:Small bugreport the second:
Blendigo writes the thread option in the wrapper file even if "auto threads" in blendigo is activated.
happy renderingCode: Select all
nice -n 20 wine indigo.exe "../../Desktop/icecubes.igs"-t 1
Check normals, dude!
You're right SmartDen, my faultSmartDen wrote:i guess you have not the latest version. i updated pretty often last time. download the py file and try it again, please.manitwo wrote:Small bugreport the second:
Blendigo writes the thread option in the wrapper file even if "auto threads" in blendigo is activated.
happy renderingCode: Select all
nice -n 20 wine indigo.exe "../../Desktop/icecubes.igs"-t 1
works great!
still you get this error?
i cann't reproduce it
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Traceback (most recent call last):
File "/home/blabla/.blender/scripts/blendigo_v1113.py", line 3547, in event
materialEvent(evt, val) # zuegs: added material editor
File "/home/blabla/.blender/scripts/blendigo_v1113.py", line 1553, in materialEvent
if (activeObject != obj) or (activeObjectMat0 != mat0):
NameError: global name 'activeObjectMat0' is not defined
Check normals, dude!
yes, try this to reproduce:SmartDen wrote:still you get this error?i cann't reproduce itCode: Select all
Traceback (most recent call last): File "/home/blabla/.blender/scripts/blendigo_v1113.py", line 3547, in event materialEvent(evt, val) # zuegs: added material editor File "/home/blabla/.blender/scripts/blendigo_v1113.py", line 1553, in materialEvent if (activeObject != obj) or (activeObjectMat0 != mat0): NameError: global name 'activeObjectMat0' is not defined
- make a new object (a plane or something)
- delete that object so nothing is seleced (also make sure nothing is highlighted in the outliner)
- try to start blendigo
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