Blendigo for 1.1.14

Announcements, requests and support regarding the Blender Indigo export script
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SmartDen
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Post by SmartDen » Mon Dec 08, 2008 4:05 am

WytRaven 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...
FIXED & UPDATED
Check normals, dude!

Image
Image

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WytRaven
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Post by WytRaven » Mon Dec 08, 2008 11:33 am

Thanks :)
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

Comm512
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Post by Comm512 » Mon Dec 08, 2008 10:44 pm

Just a small thing for most but i must say i love the scroll function in blendigo!
works great on my laptop now!


Thanks SmartDen

FakeShamus
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Post by FakeShamus » Tue Dec 09, 2008 2:17 am

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

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SmartDen
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Post by SmartDen » Tue Dec 09, 2008 6:29 am

A little Wiki-Tutorial How to use Indigo Shaders in Blendigo.
Feel free to correct & extend it.
Check normals, dude!

Image
Image

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MadSwede
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Post by MadSwede » Tue Dec 09, 2008 8:01 am

Thanks Smart!
Great to see the documentation back up as well.

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Borgleader
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Post by Borgleader » Tue Dec 09, 2008 8:42 am

Image

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 :)
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Kram1032
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Post by Kram1032 » Tue Dec 09, 2008 8:51 am

great tut :D

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SmartDen
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Post by SmartDen » Tue Dec 09, 2008 8:07 pm

Borgleader wrote:Image

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 :)
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.
Check normals, dude!

Image
Image

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Borgleader
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Post by Borgleader » Tue Dec 09, 2008 11:06 pm

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.
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.

Anyway, does this mean it's a Blender internal problem?
benn hired a mercenary to kill my sig...

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SmartDen
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Post by SmartDen » Wed Dec 10, 2008 6:20 am

BUGFIX & UPDATE
Aperture Image works now properly 8)
Check normals, dude!

Image
Image

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Kram1032
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Post by Kram1032 » Wed Dec 10, 2008 8:56 am

More or less, Borgleader... Or actually, it's just an issue of matching the UV again, after subD. ^^

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Borgleader
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Post by Borgleader » Wed Dec 10, 2008 12:51 pm

Kram1032 wrote:More or less, Borgleader... Or actually, it's just an issue of matching the UV again, after subD. ^^
The blender internal version of the scene actually looks better. Could there be a diff between the Blendigo UVs and the Blender UVs?

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...

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SmartDen
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Post by SmartDen » Wed Dec 10, 2008 9:19 pm

Borgleader wrote:
Kram1032 wrote:More or less, Borgleader... Or actually, it's just an issue of matching the UV again, after subD. ^^
The blender internal version of the scene actually looks better. Could there be a diff between the Blendigo UVs and the Blender UVs?

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.
how have you solved it?
Check normals, dude!

Image
Image

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Borgleader
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Post by Borgleader » Wed Dec 10, 2008 11:02 pm

Think so yeah
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