FIXED & UPDATEDWytRaven wrote:is there a bug in blendigo 1.1.1.4? Changing the value of either a, b, or c for bump type maps changes them all to the same value...
Blendigo for 1.1.14
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not sure if this is happening to anybody else, but I installed the stand-alone script for this version 1.1.14 and now the only materials from my scene being exported are "default" and "null". I noticed this also started happening with the updated versions of blendigo 1.1.13 - the originally posted version of 1.1.13 worked fine with my scene. blender, python are both current as per the requirements. I am using mac versions of both on OSX 10.4
A little Wiki-Tutorial How to use Indigo Shaders in Blendigo.
Feel free to correct & extend it.
Feel free to correct & extend it.
Check normals, dude!
- Borgleader
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- Joined: Mon Jun 16, 2008 10:48 am
To my knowledge the cube is mapped correctly, now the problem is it seems the uv mapping wasnt applied properly to the subsurf modifier. because i mapped the original cube and the subsurf modifier is added on top of that.
P.S: I'm loving the tutorial on shaders, thanks much Smartden
benn hired a mercenary to kill my sig...
You must understand, if you make UV unwarp before you apply the subsurf modifier the UV coords could be changed, because of growing count of vetieces.Borgleader wrote:
To my knowledge the cube is mapped correctly, now the problem is it seems the uv mapping wasnt applied properly to the subsurf modifier. because i mapped the original cube and the subsurf modifier is added on top of that.
P.S: I'm loving the tutorial on shaders, thanks much Smartden
Check normals, dude!
- Borgleader
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- Joined: Mon Jun 16, 2008 10:48 am
Yeah I know, but I figured since a modifier is "predictable" in a sense thats its a programmed function or whatever it wouldve been possible to predict how the geometry would change and so it would be possible to re position the UVs accordingly.SmartDen wrote: You must understand, if you make UV unwarp before you apply the subsurf modifier the UV coords could be changed, because of growing count of vetieces.
Anyway, does this mean it's a Blender internal problem?
benn hired a mercenary to kill my sig...
- Borgleader
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- Joined: Mon Jun 16, 2008 10:48 am
The blender internal version of the scene actually looks better. Could there be a diff between the Blendigo UVs and the Blender UVs?Kram1032 wrote:More or less, Borgleader... Or actually, it's just an issue of matching the UV again, after subD. ^^
EDIT: I fixed my problem. It seems blender's "automated" UV mapping it a lot smarter than I thought. The results look very promising. Will post when I have a clear render.
benn hired a mercenary to kill my sig...
how have you solved it?Borgleader wrote:The blender internal version of the scene actually looks better. Could there be a diff between the Blendigo UVs and the Blender UVs?Kram1032 wrote:More or less, Borgleader... Or actually, it's just an issue of matching the UV again, after subD. ^^
EDIT: I fixed my problem. It seems blender's "automated" UV mapping it a lot smarter than I thought. The results look very promising. Will post when I have a clear render.
Check normals, dude!
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
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