Search found 66 matches
- Sun Jan 28, 2007 8:42 pm
- Forum: Blender
- Topic: What about chrome??
- Replies: 5
- Views: 2916
Re: Thanks
But with Envmap still have a problem.. in world buttons, apply a texture "Envmap", load picture (I tryed hdri and jpg too) and in exporter choose "Map". But it falling down, no start rendering.. need to copy a picture to some folder or something like this?? Thanks. Casper. First of all, it seems on...
- Fri Jan 26, 2007 8:54 pm
- Forum: Bugs and Requests
- Topic: Name of used xml file in window title bar
- Replies: 5
- Views: 2305
- Fri Jan 26, 2007 11:16 am
- Forum: Exporter Development
- Topic: Guide For Exporter Writers
- Replies: 63
- Views: 102674
Hello Ono, I presume this isn't only for the v 0.7 version :?: , because in that case some stuff can be removed from the 0.6 exporter as well... So, please do not include the following configuration parameters in the exporter GUI, and do not write them to the 'renderer_settings' element. * large_mut...
- Fri Jan 26, 2007 4:41 am
- Forum: Blender
- Topic: Suggestion: Multiplier for Meshlight gain?
- Replies: 4
- Views: 2671
there are some test versions of the exporter here in forum i think like v0.63b that had/have such a multiplier 8) . Better yet, it has such a multiplier called LFactor in the tonemapping section, in version 63beta4, obtainable from the thread with that name in it... For windows all is well, if you'...
- Fri Jan 26, 2007 4:12 am
- Forum: Blender
- Topic: Blender Exporter for Indigo06 v. 63beta4
- Replies: 60
- Views: 20566
Hi well i think you don't have permission to write to root..!! Hmm, I thought a user doing cd / would be in the user root folder, but it seems not as I see you say this. :) In that case try this: def launchLinIndigo(filename): # Create shell script and make it executable f = open("~/IndigoWrapper.s...
- Fri Jan 26, 2007 4:03 am
- Forum: Blender
- Topic: Blender Exporter for Indigo06 v. 63beta4
- Replies: 60
- Views: 20566
Sad... Can anybody compile that script for Linux? PLEEEEEEEASE!!! Note, no compiling is involved. Changing some lines in the python script should be sufficient. Someone with knowledge of commandline instructions in Linux and bash Linux scripting, if Suse uses bash, should get it running with some s...
- Fri Jan 26, 2007 3:30 am
- Forum: Blender
- Topic: Blender Exporter for Indigo06 v. 63beta4
- Replies: 60
- Views: 20566
Traceback (most recent call last): File "<string>", line 1125, in drawGUI File "<string>", line 972, in drawCamera File "<string>", line 1143, in drawButtons File "<string>", line 679, in save_still File "<string>", line 637, in launchLinIndigo IOError: [Errno 13] Permission denied: '/IndigoWrapper...
- Thu Jan 25, 2007 12:09 pm
- Forum: Blender
- Topic: organizing blender2indigo development+collaboration attempt
- Replies: 27
- Views: 12546
- Thu Jan 25, 2007 12:01 pm
- Forum: Blender
- Topic: organizing blender2indigo development+collaboration attempt
- Replies: 27
- Views: 12546
To me it seems unlikely that we will make use of the renderer api or nodes in the forseeable future. The difficulty is that blenders gui doesnt really lend itself to tapping into it to set materials for indigo. Well, the obvious question is, will an ordinairy user, someone without any real knowledg...
- Thu Jan 25, 2007 8:25 am
- Forum: Blender
- Topic: help with basic material creation for 0.7
- Replies: 33
- Views: 13436
Jananton: not sure I understood your question, but sss stands for S ub- S urface S cattering :) Thanks, typing sss in google just gave pages and pages of social security services and such... :lol: One don't has to be a rocket scientist to know that that has nothing to do with 3D rendering.. 8) Gree...
- Thu Jan 25, 2007 6:32 am
- Forum: Blender
- Topic: help with basic material creation for 0.7
- Replies: 33
- Views: 13436
Re: bi nodes
the advantages are limitless to the shader nodes in blender. with shader nodes, every aspect of a material can be changed, how it reacts to light under different angles and different powers, how a texture realy effects it. Hmm, it must be me then :wink: , I've searched and searched for documentatio...
- Wed Jan 24, 2007 12:40 pm
- Forum: Blender
- Topic: organizing blender2indigo development+collaboration attempt
- Replies: 27
- Views: 12546
hello oodmb, Well, what you're seeing is what happens when people are writing scripts and exporters while a stable new version isn't there yet. If you dropped just in here, it can be confusing, but most threads here are more about possebilities, than actual code... For real working stuff, goto the 6...
- Wed Jan 24, 2007 12:24 pm
- Forum: Blender
- Topic: help with basic material creation for 0.7
- Replies: 33
- Views: 13436
friggin' cool! 8) Nice approach for 0.7 but I think 0.6 and its simplicity will always have a special place in our hearts, hehehehehe. ;) But definitely the way to go. Ah, you're getting quite philosophical over here, and in respect to programming you're right on the mark. There's always a delicate...
- Wed Jan 24, 2007 11:31 am
- Forum: Bugs and Requests
- Topic: Name of used xml file in window title bar
- Replies: 5
- Views: 2305
Name of used xml file in window title bar
Hello All, This is ihmo a simple request... :) What I would like to see is the name of the used xml file in the render window title bar. Obviously one needs to do testing on different settings of a scene, and I find myself running often two or three instances of indigo that are all alike, and then I...
- Wed Jan 24, 2007 11:08 am
- Forum: Blender
- Topic: help with basic material creation for 0.7
- Replies: 33
- Views: 13436
Hi all [snip pic dedicated material editor] I think this could solve some current material problems for v0.7 until blender node stuff is fully functional and hyper flexibel :wink: I think this is defenitly the better approach for now, since the node stuff seems still not available via the python in...