from Unreal Engine 5
- pixie
- Posts: 2335
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
- 3D Software: Cinema 4D
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Re: from Unreal Engine 5
unreal>blender>blendigo?
Re: from Unreal Engine 5
thank you, what the latest blender works with indigo?
Re: from Unreal Engine 5
Blender 3.2 (probably also 3.3)
One caveat, you will need to download blendigo from the repository, here the newest beta version of the plugin (code => download zip) will also need to run with administrator rights on some versions of windows
https://github.com/glaretechnologies/blendigo
I noticed that blendigo exports a shorter igm code and displays the white point more correctly. Before that I used c4d exporter for many years.
One caveat, you will need to download blendigo from the repository, here the newest beta version of the plugin (code => download zip) will also need to run with administrator rights on some versions of windows
https://github.com/glaretechnologies/blendigo
I noticed that blendigo exports a shorter igm code and displays the white point more correctly. Before that I used c4d exporter for many years.
Re: from Unreal Engine 5
there is some problem - I can't find indigo materials
Re: from Unreal Engine 5
try using an external material library (yes this not user friendly, but I don't know any other way, blendigo developers don't prioritize making accessible UI)
IndigoMatdb 4.6.0 - 4.6.2
https://drive.google.com/drive/folders/ ... sroPvmfPhe
as I have free time convert the old library of materials scale to blender (441 of 1184 materials done) within a month, the offline library will be filled with updated correct bump materials for blendigo
example left image rendered by double click with indigo preview or right image rendered with blender export IMPmatdb-corrected-base-bump
I also noticed a bug with transparent textures for the blend mode, for correct operation they must be converted to a black white image without an alpha channel
and there were crashes if you use 1 identical image for different layers bump / normal / roughness / matA / matB
solution = apply for each layer a copy of the image
Bug:
blend: texture.jpg
roughness: texture.jpg
bump: texture.jpg
normal: texture.jpg (looped 1 texture)
...
Ok:
blend: texture.jpg
roughness: texture_copy1.jpg
bump: texture_copy2.jpg
normal: texture_copy3.jpg
...
ps despite all these perversions, for me personally, indigo is the best engine for rendering hyper realistic art
IndigoMatdb 4.6.0 - 4.6.2
https://drive.google.com/drive/folders/ ... sroPvmfPhe
as I have free time convert the old library of materials scale to blender (441 of 1184 materials done) within a month, the offline library will be filled with updated correct bump materials for blendigo
example left image rendered by double click with indigo preview or right image rendered with blender export IMPmatdb-corrected-base-bump
I also noticed a bug with transparent textures for the blend mode, for correct operation they must be converted to a black white image without an alpha channel
and there were crashes if you use 1 identical image for different layers bump / normal / roughness / matA / matB
solution = apply for each layer a copy of the image
Bug:
blend: texture.jpg
roughness: texture.jpg
bump: texture.jpg
normal: texture.jpg (looped 1 texture)
...
Ok:
blend: texture.jpg
roughness: texture_copy1.jpg
bump: texture_copy2.jpg
normal: texture_copy3.jpg
...
ps despite all these perversions, for me personally, indigo is the best engine for rendering hyper realistic art
Re: from Unreal Engine 5
ok! I am just beginning to understand..
but there problems with blender and how to convert the old library of materials
ps: it is c4d
ps2: I had downloaded IndigoMatdb - big work!
but there problems with blender and how to convert the old library of materials
ps: it is c4d
ps2: I had downloaded IndigoMatdb - big work!
- Attachments
-
- 001.rar
- (10.46 MiB) Downloaded 1576 times
Re: from Unreal Engine 5
nice commercial image turned out!
for a better result, you need to correctly export the mesh from Rhino, it should ideally have a square mesh and apply the Subdivision Surface modifier to the blender (example settings IMPmatdb.blend)
I didn’t fully understand how to get a square mesh from 3dm grabcad correctly, but I got an ideal mesh if I draw curves from scratch in Rhino by connecting from a loft and export to obj / fbx. I usually have triangular elements in my mesh when exporting, which has a rather negative effect on the result of rendering with indigo.
7:50
https://www.youtube.com/watch?v=_rE8lsKdd6E
for a better result, you need to correctly export the mesh from Rhino, it should ideally have a square mesh and apply the Subdivision Surface modifier to the blender (example settings IMPmatdb.blend)
I didn’t fully understand how to get a square mesh from 3dm grabcad correctly, but I got an ideal mesh if I draw curves from scratch in Rhino by connecting from a loft and export to obj / fbx. I usually have triangular elements in my mesh when exporting, which has a rather negative effect on the result of rendering with indigo.
7:50
https://www.youtube.com/watch?v=_rE8lsKdd6E
Re: from Unreal Engine 5
a second..
in Alias 2023 appears a new function export SubD it works with Rhino7 that's cool!
ps: render with c4d more nicely
in Alias 2023 appears a new function export SubD it works with Rhino7 that's cool!
ps: render with c4d more nicely
- Attachments
-
- bottle6_export_sbd_2.rar
- (91.9 KiB) Downloaded 1568 times
Re: from Unreal Engine 5
solution to correct normals when importing into Blender 3.5.1 > Indigo Renderer
https://www.autodesk.com/developer-netw ... r-archives
Softimage 2015 R2-SP2 > Collada DAE > Autodesk FBX Converter x64 2013 > Blender 3.5.1
Softimage/XSI:
Apply Subdivision To Meshes
Export Tangents and Binormals as Vertex Colors
as you can see from the screenshot, in some situations auto smooth on the Blender screen is not the same as in the Indigo Renderer engine
https://www.autodesk.com/developer-netw ... r-archives
Softimage 2015 R2-SP2 > Collada DAE > Autodesk FBX Converter x64 2013 > Blender 3.5.1
Softimage/XSI:
Apply Subdivision To Meshes
Export Tangents and Binormals as Vertex Colors
as you can see from the screenshot, in some situations auto smooth on the Blender screen is not the same as in the Indigo Renderer engine
- pixie
- Posts: 2335
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
- 3D Software: Cinema 4D
- Contact:
Re: from Unreal Engine 5
Nice Tests!
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