Feature requests, bug reports and related discussion
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StompinTom

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by StompinTom » Sat Jun 02, 2007 4:27 pm
suvakas wrote:StompinTom wrote:Indigo first needs something that resembles particles for Blender's particles to be useful. as of yet Indigo doesnt have a particle system of any sort so exporting Blender particles would be useless.
Why useless? I can export particles from 3ds max and they render out fine most of the time

what do they render as?
im just reacting to people being like 'i wish you could export this and that' to things that right now dont have a counterpart in Indigo is all. its like trying to translate a word that doesnt exist in another language.
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Kram1032
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by Kram1032 » Sat Jun 02, 2007 7:57 pm
you can export particles as meshs...
That may work in some situations, but definately not in every one.
Fur/Hair may come out quite nice

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suvakas

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by suvakas » Sat Jun 02, 2007 8:29 pm
Kram1032 wrote:you can export particles as meshs...
What they should be then? Not meshes? Aren't they always meshes? Even a single sided particle is a mesh

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Kram1032
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by Kram1032 » Sun Jun 03, 2007 12:29 am
That was meant as answer for StompinTom
what do you render as?
Last edited by
Kram1032 on Sun Jun 03, 2007 2:39 am, edited 1 time in total.
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suvakas

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by suvakas » Sun Jun 03, 2007 12:40 am
gotcha, sry

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StompinTom

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by StompinTom » Mon Jun 04, 2007 5:58 am
Kram1032 wrote:you can export particles as meshs...
That may work in some situations, but definately not in every one.
Fur/Hair may come out quite nice

theres already support for dupliverts then. i havent caught up on all the new features in 2.44, but is it possible to convert particle hairs into meshes yet?
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Kram1032
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by Kram1032 » Mon Jun 04, 2007 6:10 am
yes, someone found an linked a phyton-script for that...
Don't ask me, who, or where you can find that script.
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dougal2

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by dougal2 » Mon Jun 04, 2007 6:44 am
an example:
Code: Select all
# Converts particles into a mesh with edges for strands
from Blender import Scene, Mathutils, Effect, Mesh, Object
scn= Scene.GetCurrent()
ob= scn.getActiveObject()
me= Mesh.New()
effects= Effect.Get()
for eff in effects:
for p in eff.getParticlesLoc():
# p is either a vector or a list of vectors. me.verts.extend() will deal with either
print p
me.verts.extend(p)
if type(p)==list: # Are we a strand or a pair, then add edges.
if len(p)>1:
edges= [(i, i+1) for i in range(len(me.verts)-len(p), len(me.verts)-1)]
me.edges.extend( edges )
print len(me.verts)
ob= Object.New('Mesh')
ob.link(me)
scn.link(ob)
here's how to run it - select your particale system and...
I did this back with 0.6 and it took forever to load+render. I gave up.
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Kram1032
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by Kram1032 » Mon Jun 04, 2007 6:50 am
maybe, you should rerender it with 0.8 and SSS

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carbon
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by carbon » Mon Jun 04, 2007 8:58 am
i know that script, but what you get is single line of joined verts, does indigo render this kind of object? or did you something that we don't know???
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dougal2

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by dougal2 » Mon Jun 04, 2007 9:04 am
carbon wrote:i know that script, but what you get is single line of joined verts, does indigo render this kind of object? or did you something that we don't know???
i may have extruded those lines into (very very narrow) planes or boxes as well

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carbon
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by carbon » Mon Jun 04, 2007 9:36 am
as i thought

but this is bad for sss, etc, everything where normals are important

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dougal2

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by dougal2 » Mon Jun 04, 2007 9:41 am
you know about the magical CTRL-N don't you?
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carbon
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by carbon » Mon Jun 04, 2007 10:00 am
yes, of course.. so, you extruded edge than region.. how many MB was xml??
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dougal2

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by dougal2 » Mon Jun 04, 2007 8:11 pm
114 mb
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