Indigo 1.1.8
I'm getting this error when trying to render simple preview scenes that do not even have any subdivision parameters in the XML file.Fatal Error: IndigoDriverExcep: ObjectExcep: Tried to do a view-dependent subdivision on an instanced mesh. (subdivide_pixel_threshold > 0.0)
Stopped.
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- IMPsphere.igs
- (35.83 KiB) Downloaded 236 times
ok started playing
getting this fatal error
i==cdf.size()
any idea where thats coming from?
EDIT: seems to come from selecting env:lit by emitters for an emissive material but not actually having one set as emissive
getting this fatal error
i==cdf.size()
any idea where thats coming from?
EDIT: seems to come from selecting env:lit by emitters for an emissive material but not actually having one set as emissive
Last edited by Big Fan on Fri Aug 08, 2008 12:25 pm, edited 1 time in total.
Thanks Ono !
I have to support the interrogation about external meshes. I will even go further: external meshes have their own normals, and that's fine, because they are user-defined. I'm considering the workaround of splitting uvs to force hard edges (ala edgesplit but uvsplit), but that's not a way I'm used with.

I have to support the interrogation about external meshes. I will even go further: external meshes have their own normals, and that's fine, because they are user-defined. I'm considering the workaround of splitting uvs to force hard edges (ala edgesplit but uvsplit), but that's not a way I'm used with.
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Giving up on ono.. -I cant find any good supplied info that details what I need-
If another exporter developer can tell me how .igs code for a material is supposed to look with a full compliment of different texture, bump, exponent and displacement maps and also be emissive with a map I would appreciate it
For the life of me I dont see how the textures work and get referenced now
Thanks
If another exporter developer can tell me how .igs code for a material is supposed to look with a full compliment of different texture, bump, exponent and displacement maps and also be emissive with a map I would appreciate it
For the life of me I dont see how the textures work and get referenced now
Thanks
hope you dont mind one of the peasants answeringBig Fan wrote:Giving up on ono.. -I cant find any good supplied info that details what I need-
If another exporter developer can tell me how .igs code for a material is supposed to look with a full compliment of different texture, bump, exponent and displacement maps and also be emissive with a map I would appreciate it
For the life of me I dont see how the textures work and get referenced now
Thanks
Code: Select all
<material>
<name>diffuseMat</name>
<diffuse>
<texture>
<uv_set>albedo</uv_set>
<path>somepath.jopg</path>
<exponent>2.2</exponent>
</texture>
<texture>
<uv_set>bump</uv_set>
<path>somepath.jopg</path>
<exponent>2.2</exponent>
</texture>
<texture>
<uv_set>base_emission</uv_set>
<path>somepath.jopg</path>
<exponent>2.2</exponent>
</texture>
<albedo>
<texture>
<texture_index>0</texture_index>
</texture>
</albedo>
<bump>
<texture>
<texture_index>1</texture_index>
</texture>
</bump>
<base_emission>
<texture>
<texture_index>2</texture_index>
</texture>
</base_emission>
</diffuse>
</material>
hooray! thank you - a very useful post -peasants can be just adoreable sometimes
no executions this week..dont expect promotion though
ok now here is my next question but useless ono can get off his butt and answer this one:
what happened to exponent maps?
there is no mention of these in the latest pdf
albedo, bump, displacement, emission...(exponent?)
ok now here is my next question but useless ono can get off his butt and answer this one:
what happened to exponent maps?
there is no mention of these in the latest pdf
albedo, bump, displacement, emission...(exponent?)
Last edited by Big Fan on Fri Aug 08, 2008 8:15 pm, edited 1 time in total.
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