Material preview scene bump map on base

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cpfresh
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Post by cpfresh » Fri Feb 27, 2009 7:28 am

Psychotron80
Please get the updated scene igs online so it can be put in the matdb and incorporated with each exporter. Excellent find/fix! :)

Psychotron80
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Post by Psychotron80 » Fri Feb 27, 2009 11:13 am

cpfresh thanks :oops: !

Here is the corrected MatDB scene package containing:
- Blender scene (note that absolute paths to files must be manually updated in Blendigo!)
- IGS file (+ dummy previewmats.xml file, scene textures, environment map)

Notice that I made the IGS file by exporting with Blendigo and then manually edited it in order to comply with the exporter's standard (i.e. inclusion of the external previewmat.xml file). Since I'm a total n00b both in Blender and Indigo, I did the best I could to respect the present standards, and indeed I checked on my installation that it works fine with the Blendigo MatDB "preview" button.
But I ask some veteran to please check that everything is working fine before any official release!

Let me know if there are any mistakes.

Cheers,

Psy
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IMPmatdb-corrected-base-bump.zip
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cpfresh
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Post by cpfresh » Fri Feb 27, 2009 2:42 pm

Psychotron80
Thanks very much!

For SkIndigo users, you will have to make some edits to the IMPmatdb.igs to get it to work with SkIndigo.

ex: uv set name uv renamed to default
ex: previewmats.xml changed to previewmats.igs

*edit*
also need to change texture path from textures to scene_textures

*edit 2*
textures mapped to the base seem to go crooked, is it mapped funny or is just me?

*edit 3*
curious growths on the preview sphere!
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Brick_Antique.png
curious?
Brick_Antique.png (427.28 KiB) Viewed 3450 times

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Zom-B
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Post by Zom-B » Fri Feb 27, 2009 4:25 pm

Its A Virus spreading X[
polygonmanufaktur.de

Psychotron80
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Post by Psychotron80 » Fri Feb 27, 2009 7:26 pm

*edit*
also need to change texture path from textures to scene_textures
I wouldn't do this since the standard MatDB package contains a texture path, not a scene_textures...
*edit 2*
textures mapped to the base seem to go crooked, is it mapped funny or is just me?
what do you mean? can you show me an example? The scaling on the original blender scene was wrong and I fixed it by scaling in the right way. I think this scaling also re-mapped the UVs accordingly
*edit 3*
curious growths on the preview sphere!
I think this (and the weird look of the bricks) is because you tried to use displacement, which does not work on the preview scene (neither in the old one) because there is no Indigo mesh subdivision.

Can someone confirm these three points?

I'll be glad to fix any problems if I know how to do it, and if there's an agreement on the standards!

Cheers,

Psy

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Jambert
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Post by Jambert » Fri Feb 27, 2009 8:29 pm

Its A Virus spreading X[
:lol: :lol:

render si realy strange, and realy nice :shock: :shock:

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cpfresh
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Post by cpfresh » Sat Feb 28, 2009 3:52 am

all the changes I noted are for SkIndigo. I was just trying to match up your new igs file with the existing one.

I'll try to upload a clearer example of what, to me, looks like crooked.

As far as I can remember displacement used to work. Were the displacement settings removed from the preview scene? I didn't even check.

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Post by Big Fan » Sat Feb 28, 2009 8:32 am

very cool sea urchin shader - I want one!

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CTZn
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Post by CTZn » Sat Feb 28, 2009 10:02 am

Dunno what crooked means, but with that result cpfresh is showing you can tell that there is something going wrong for a non-subdivided mesh.

Could it be that some vertices were split/scaled/subdivided ?
obsolete asset

Psychotron80
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Post by Psychotron80 » Mon Mar 02, 2009 8:38 pm

as I said, what I did is just rescale the base...

in the original blender scene and in the igs file, mesh subdivision is turned off.

soon I'll post a correction for the naming issues from cpfresh

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cpfresh
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Post by cpfresh » Tue Mar 03, 2009 7:29 am

those naming corrections only apply to skinidgo users. other exporters may be ok. dunno about those though.

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Post by Psychotron80 » Sat Mar 07, 2009 8:51 am

Ok guys here's a small update/fix:

- UV sets are now called "default", as in original IMP
- camera and rendering settings are now as in original IMP

This works fine with blendigo 1.1.14. Notice that displacement mapping does NOT work, as in the original IMP.

Feedback, suggestions and tests are welcome.

Psy
Attachments
IMPmatdb-corrected-base-bump.zip
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Psychotron80
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Post by Psychotron80 » Sat Mar 07, 2009 9:39 am

cpfresh now I understand what you mean by "crooked". Indeed the maps on the base are crooked because of the mapping, but, again, I preserved the UV map of the base as it is in the original file. I'll try to see if I can find a better looking UV map.

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