Bugs and Requests
Please post a small SKP file of the problem so I can take a look.CoolColJ wrote:thanks
I'm still having issues with some surfaces/materials not working/rendering even though they are visible in SU
flipping the normals fixes some, but not for others
any ideas?
tends to happen with the floor of say a building
I haven't tired the new v0.9test4 version, but has anyone noticed a lag effect with materials in the last version if you change an existing one in the scene by double clicking on it in the palette?
When I have changed materials, it sometimes takes a few test renders before the changes register or sometimes they don't
When I have changed materials, it sometimes takes a few test renders before the changes register or sometimes they don't
I looked at your scene. You have overlapping faces on the floor. I deleted the face, then I exploded the floor group (only because you did not apply the floor texture to the individual group faces). Then, the floor rendered fine.CoolColJ wrote:ok I'll PM you a file I'm currently playing around with and rendering. It's just something I slapped together to test exit portals in SU
The ceiling bump map and exponent map did not appear because they did not have proper UV coordinates assigned. You must have a SU textured applied to the material to export the proper UV coordinates. Or, you have to save the UVs using SkIndigo UV mapping. Check out the tutorial I posted today (in the tutorials section of the forums)
Whaat
Fatal error in preview
Whaat,
I get a fatal error using your current exporter plug-in whenever I try to render a material preview with a bitmap as bump or clip and the cube option selected. I have a attached a screen cap of the box.
I get a fatal error using your current exporter plug-in whenever I try to render a material preview with a bitmap as bump or clip and the cube option selected. I have a attached a screen cap of the box.
- Attachments
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- FatalPrev.jpg (74.72 KiB) Viewed 3928 times
Not sure about this one...I am going to need a much more detailed decription of the problem. Do you know the precise workflow that you are using when this problem occurs?CoolColJ wrote:When I have changed materials, it sometimes takes a few test renders before the changes register or sometimes they don't
- Do you have multiple versions of SkIndigo installed?
- Does it only happen when double-clicking the materials palette? Or does it also happen when using the context menu to open the material editor?
This is a hard problem to solve unless you can give an example of a repeatable situation where this occurs. I think someone else (Richard?) mentioned a similar problem once. If this is a common problem for people, please let me know. It has never happened to me.
Re: Fatal error in preview
Where did you get the preview scenes? Make sure you are using the ones included with SkIndigo 0.9 test 4.SABBA wrote:Whaat,
I get a fatal error using your current exporter plug-in whenever I try to render a material preview with a bitmap as bump or clip and the cube option selected. I have a attached a screen cap of the box.
didn't notice it happening this time around in the new version so farWhaat wrote:Not sure about this one...I am going to need a much more detailed decription of the problem. Do you know the precise workflow that you are using when this problem occurs?CoolColJ wrote:When I have changed materials, it sometimes takes a few test renders before the changes register or sometimes they don't
- Do you have multiple versions of SkIndigo installed?
- Does it only happen when double-clicking the materials palette? Or does it also happen when using the context menu to open the material editor?
This is a hard problem to solve unless you can give an example of a repeatable situation where this occurs. I think someone else (Richard?) mentioned a similar problem once. If this is a common problem for people, please let me know. It has never happened to me.
no only one version here
Well I tend to only use material palette, I find the context menu a bit hit and miss as far as slecting materials and such
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1) anyway another request - please add support for the other SSS parameters!
so we can do liquid renders like here
http://www.indigorenderer.com/joomla/fo ... sc&start=0
2) null_material
3) ability to enter by hand nk material names to be used for metals etc
SkIndigo supports all SSS parameters except Henyey-greenstein. Is that the one you are referring to? RGB absportion is supported, RGB and Uniform scattering spectra are supported.CoolColJ wrote:1) anyway another request - please add support for the other SSS parameters!
Give me an example as to why you want to create a null material? The null_material is exported whenever you create a blend material that is blended with "None"2) null_material
I may add this someday but right now it is fairly low on the priority list.....3) ability to enter by hand nk material names to be used for metals etc
Thanks for the requests.
Whaat
1) yes Henyey-greenstein - that's the G value in that pdf. Could be justa check box between uniform and Henyey-greenstein and then if the latter enter the RGB values with a space between each etc
But what about dermis and epidermis stuff?
2) How about an object that creates or emits light, but can't be seen? I guess that would be one use for it
3) thanks
But what about dermis and epidermis stuff?
2) How about an object that creates or emits light, but can't be seen? I guess that would be one use for it
3) thanks
I got a bug
if you use a blend materal -
I had a phong metal in slot one which has both bump and exponent maps
Slot 2 had a diffuse materal, just RGB, but it has a clip map
try and preview material gives error everytime
(around line 49) WARNING: Overriding material definition for material 'previewmaterial'.
SceneLoaderExcep: Blend Material: No material with name 'Dirt' defined. (In element 'blend', around line 51, column 13)
Fatal Error: SceneLoaderExcep: Blend Material: No material with name 'Dirt' defined. (In element 'blend', around line 51, column 13)
remove clip map from diffuse material and it works fine
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also note - I get this
WARNING: Using deprecated element 'colour'. Use 'albedo_spectrum' instead. (In element 'diffuse', around line 54, column 5)
WARNING: Using deprecated element 'colour'. Use 'albedo_spectrum' instead. (In element 'diffuse', around line 61, column 5)
WARNING: Using deprecated element 'colour'. Use 'albedo_spectrum' instead. (In element 'diffuse', around line 68, column 5)
if you use a blend materal -
I had a phong metal in slot one which has both bump and exponent maps
Slot 2 had a diffuse materal, just RGB, but it has a clip map
try and preview material gives error everytime
(around line 49) WARNING: Overriding material definition for material 'previewmaterial'.
SceneLoaderExcep: Blend Material: No material with name 'Dirt' defined. (In element 'blend', around line 51, column 13)
Fatal Error: SceneLoaderExcep: Blend Material: No material with name 'Dirt' defined. (In element 'blend', around line 51, column 13)
remove clip map from diffuse material and it works fine
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also note - I get this
WARNING: Using deprecated element 'colour'. Use 'albedo_spectrum' instead. (In element 'diffuse', around line 54, column 5)
WARNING: Using deprecated element 'colour'. Use 'albedo_spectrum' instead. (In element 'diffuse', around line 61, column 5)
WARNING: Using deprecated element 'colour'. Use 'albedo_spectrum' instead. (In element 'diffuse', around line 68, column 5)
another bug
when you blend materials, the textures for both channels stop tiling
see pic - the red band is from a tetxure of the 2nd channel, but the bump and exponents maps of channel one have also stopped tiling too
Not just textures, but even a diffuse colour will just be this narrow band
when you blend materials, the textures for both channels stop tiling
see pic - the red band is from a tetxure of the 2nd channel, but the bump and exponents maps of channel one have also stopped tiling too
Not just textures, but even a diffuse colour will just be this narrow band
- Attachments
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- im1186362418.JPG (144.66 KiB) Viewed 3817 times
You have to save the UVs for all of the texture maps and then assign them to the correct texture channel. Are you using instancing? Unfotunately, multiple UV sets with instancing is pretty buggy. It should work if you have saved and assigned the UV sets correctly and you turn off instancing.CoolColJ wrote:another bug
when you blend materials, the textures for both channels stop tiling
