(totally outdated !) Blender to Indigo photorealistic grass
Don't know the exporter you use, I work with "blendigo", but parameters are the same.
For exterior scene use bidirectional (for interior too), filter D65 is good... save IGI and use violet tone mapper for corrections of reinhard if doesn't look good
http://www.indigorenderer.com/joomla/in ... &Itemid=62
For exterior scene use bidirectional (for interior too), filter D65 is good... save IGI and use violet tone mapper for corrections of reinhard if doesn't look good
http://www.indigorenderer.com/joomla/in ... &Itemid=62
- Bogey Jammer
- Posts: 44
- Joined: Mon Aug 13, 2007 12:37 am
- Location: France
The tutorial doesn't seem to be outdated o_O
But what does mean:
I see nothing talking about "instanciation" in Blender
But what does mean:
you'd rather use an instanced grass patch to get more accurate results.
I see nothing talking about "instanciation" in Blender
Indigo 1.1.11 32bit + Blendigo 1.1.7
My render supercomputer:
My render supercomputer:
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- 1GB RAM
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-
StompinTom

- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
- Bogey Jammer
- Posts: 44
- Joined: Mon Aug 13, 2007 12:37 am
- Location: France
-
StompinTom

- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
alt-D will prevent Blendigo (and Indigo) from exporting/loading/using the identical mesh multiple times (aka a waste of memory and time). if the mesh is identical, why should you load it twice? so what it does is make the renderer and exporter reference the original mesh any time it comes across an instance of it. bit like a placeholder for the real thing.
upon reading it again, it seems to me to be saying to use a patch of MODELED grass and instance that over your scene instead of using the alpha-mapped grass trick. so if you modeled/downloaded a small patch of grass, just use that and apply a green material to it. no more mucking around with alpha maps.
the downfall of this, of course, is the dramatically increased poly count which generally slows things down. however, if youre a purist like most of dem oh-but-thats-a-hack! people, modeling real grass is the way to go. of course, then it doesnt matter from what angle you look at it, itll still look like grass, so it really depends on your situation.
good luck, i hope this was somewhat helpful.
upon reading it again, it seems to me to be saying to use a patch of MODELED grass and instance that over your scene instead of using the alpha-mapped grass trick. so if you modeled/downloaded a small patch of grass, just use that and apply a green material to it. no more mucking around with alpha maps.
the downfall of this, of course, is the dramatically increased poly count which generally slows things down. however, if youre a purist like most of dem oh-but-thats-a-hack! people, modeling real grass is the way to go. of course, then it doesnt matter from what angle you look at it, itll still look like grass, so it really depends on your situation.
good luck, i hope this was somewhat helpful.
-
winnabago111
- Posts: 80
- Joined: Fri Aug 08, 2008 6:14 am
xml stuff.
So i copied the xml stuff as said and saved the file and it doesn't make a difference. After i edit the xml and save is there something i have to do in blender to activate it.
Where?
hello, im new to the forum, im very interested in this especific topic... but i really cant find the XML file in my .blend folder...
am I doing something wrong or I skipd somthing hahaha... I just set UP the materials direct in the Blendigo's GUI, save the blend but theres no XML file for the materials... indigo 1.1.14
im really sorry been posting here... its an old topic but I really need this teq in a scene im making...
can some one help?
^^ thanks in advance
(sorry my bad english)
i can only get the "Default" material to render when using the blend option in blendigo. changing it to any other texture results in this error message:
"IndigoDriverExcep: SceneLoaderExcep: Blend Material: no material with name 'grass_text' defined. (In element 'blend', around line 23, column 9)"
thus i can only render the grass as the default gray material.
my material.xml file:
----------------------------------------------------------
<?xml version="1.0" encoding="utf-8"?>
<scenedata>
<material>
<name>Default</name>
<diffuse>
<albedo_spectrum>
<rgb>
<rgb>1 1 1</rgb>
<gamma>2.2</gamma>
</rgb>
</albedo_spectrum>
</diffuse>
</material>
<material>
<name>null</name>
<null_material/>
</material>
<material>
<name>grass_text</name>
<blend>
<a_name>null</a_name>
<b_name>grass_text</b_name>
<blend_factor>0.5</blend_factor>
<blend_map>
<path>..\..\users\nathan hamilton\desktop\3d work\lighthouse\textures\grass\grass_1_alpha.jpg</path>
<uv_set>uv</uv_set>
<exponent>1.000000</exponent>
<a>0</a>
<b>1</b>
<c>0</c>
</blend_map>
</blend>
</material>
<material>
<name>ground</name>
<phong>
<exponent>500</exponent>
<diffuse_albedo_spectrum>
<rgb>
<rgb>0.204785 0.33878 0.165088</rgb>
<gamma>2.2</gamma>
</rgb>
</diffuse_albedo_spectrum>
<ior>1.60838</ior>
</phong>
</material>
</scenedata>
----------------------------------------------------------
blender v2.48
indigo x64 v1.0.9
blendigo v1.0.9
thanks.
"IndigoDriverExcep: SceneLoaderExcep: Blend Material: no material with name 'grass_text' defined. (In element 'blend', around line 23, column 9)"
thus i can only render the grass as the default gray material.
my material.xml file:
----------------------------------------------------------
<?xml version="1.0" encoding="utf-8"?>
<scenedata>
<material>
<name>Default</name>
<diffuse>
<albedo_spectrum>
<rgb>
<rgb>1 1 1</rgb>
<gamma>2.2</gamma>
</rgb>
</albedo_spectrum>
</diffuse>
</material>
<material>
<name>null</name>
<null_material/>
</material>
<material>
<name>grass_text</name>
<blend>
<a_name>null</a_name>
<b_name>grass_text</b_name>
<blend_factor>0.5</blend_factor>
<blend_map>
<path>..\..\users\nathan hamilton\desktop\3d work\lighthouse\textures\grass\grass_1_alpha.jpg</path>
<uv_set>uv</uv_set>
<exponent>1.000000</exponent>
<a>0</a>
<b>1</b>
<c>0</c>
</blend_map>
</blend>
</material>
<material>
<name>ground</name>
<phong>
<exponent>500</exponent>
<diffuse_albedo_spectrum>
<rgb>
<rgb>0.204785 0.33878 0.165088</rgb>
<gamma>2.2</gamma>
</rgb>
</diffuse_albedo_spectrum>
<ior>1.60838</ior>
</phong>
</material>
</scenedata>
----------------------------------------------------------
blender v2.48
indigo x64 v1.0.9
blendigo v1.0.9
thanks.
i thought that the v1.0.9 that i was using was the most up to date build of both indigo and blendigo.
a shot of the working default material blended with a null:

and its render:

a shot of the nonworking grass_text material blended with a null:

and the same grass_text as a diffuse material:

and its render:

thanks for your help.
a shot of the working default material blended with a null:

and its render:

a shot of the nonworking grass_text material blended with a null:

and the same grass_text as a diffuse material:

and its render:

thanks for your help.
-
winnabago111
- Posts: 80
- Joined: Fri Aug 08, 2008 6:14 am
Re: (totally outdated !) Blender to Indigo photorealistic grass
I downloaded the grass file with the xml and I still cant get the grass to work. It just looks like this every time.
http://www.charlesrazack.com/3d/tuto1/tutograss-2-8.png
Do I have to add in the XML somewhere. And is there a updated grass tutorial cause Im using 1.1.18 and blendigo 1.1.18. Thanks.
http://www.charlesrazack.com/3d/tuto1/tutograss-2-8.png
Do I have to add in the XML somewhere. And is there a updated grass tutorial cause Im using 1.1.18 and blendigo 1.1.18. Thanks.
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