Indigo 0.7F exporter here! Features added/Comments welcome!

Announcements, requests and support regarding the Blender Indigo export script
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223 posts
Wedge
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Post by Wedge » Thu Jan 25, 2007 2:09 pm

Added an update to fix double null_material bug. Also simplified SSS/mediums now that you no longer have to have a .med extension. Should make the transition from 06 scene to 07 scene a little better.

I have no idea how to solve the matrix.

I had no idea that phong and mediums could be used to blend. Right now all that is supported is diffuse and null.

I'll leave these changes listed here until the next change when I will erase them to avoid confusion.

Enjoy! :)

Update 26/Jan: Removed a couple more render settings. Enjoy!

Update 27/Jan: I put up new code to fix the python error when you try to use the S and C focus features without first selecting an object. It will now do nothing and throw a note in the blender console letting you know you need to first select an object.

Also, I thought I had a gui problem. The gui was keeping my settings for a export even after I closed Blender and restarted the computer. I'm using a Blender that was built around the same time as RC2. But now it works...I am confused.


Update 28/Jan: New script for 7t3. Added the new power light system, sss dermis and epidermis, and removed sky gain.
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Wedge
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Location: East Coast, USA

Post by Wedge » Mon Jan 29, 2007 4:26 pm

I wanted to say that I am shifting my focus to a new project now. I probably won't be around here much but I don't want to say goodbye.

While I start this new project, I am not sure how it will turn out and if it will be able to keep my attention. And if it turns out not what I had expected, it is possible I will return to spending my free time playing with 3d graphics.

It has been a wonderful two weeks here and I hope the exporter helped a lot of people enjoy using Indigo 0.7.

I hope no matter what happens, the Blender exporter remains GPL and provides a good base to anyone to start working on and improving. If it was not GPL, I would have never had the opportunity to enjoy improving and sharing it to the world again.

Thank you to all for the comments and support. And maybe I will see you all again in the future!

Update: fixed typo / grammar
Last edited by Wedge on Thu Feb 08, 2007 11:47 pm, edited 1 time in total.
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afecelis
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Post by afecelis » Mon Jan 29, 2007 5:28 pm

whoa Wedge man! Can't thank YOU enough for everything you've done! Have fun on your new project and I hope to see you around soon. People like you always have the doors open to come back anywhere, anytime! ;)

all the best,
Alvaro
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

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OnoSendai
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Post by OnoSendai » Mon Jan 29, 2007 5:43 pm

Thanks a lot for your work Wedge, and I hope you return sometime :)

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drBouvierLeduc
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Post by drBouvierLeduc » Tue Jan 30, 2007 4:32 am

yes, thanks for this exporter

neepneep
Indigo 100
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Post by neepneep » Tue Jan 30, 2007 7:33 am

CHEERS WEDGIE!

Thanks a ton for your efforts, they really have been appreciated!!!!! :lol: :lol:

I hope your future endeavors fail so you can return to do some more exporter work :D :D :D

Wedge
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Post by Wedge » Thu Feb 08, 2007 11:55 pm

I was checking the forums, and found some time to add some more to the exporter.

I wanted to optimise it, but after many tries and code changing, I see no gains in the exporting times. However, I did leave some of these optimisations in the exporter.

Maybe a really really old pc, like 500mhz range, might benefit from the changes. I don't know.

I saw the forum post about primitives from Kram1032, and then it reminded me of looking through the testscenes, where I saw <plane> <sphere> and <rectanglelight>. I added these features into the exporter so now you can make your scenes a bit more efficient.

Enjoy!

Oh and if I broke something in the code with this update, I'll be glad to fix it. From my testing, even though it was limited, I did not find any problems.

Update: I forgot to say that: the trigger for skin SSS can now be .epi and .der If you still use .epidermis and .dermis though it should be ok.
Last edited by Wedge on Fri Feb 09, 2007 8:00 pm, edited 1 time in total.
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DaveC
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Post by DaveC » Fri Feb 09, 2007 12:47 am

Hey, Wedge!

Welcome back 8)
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com

Wedge
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Post by Wedge » Sat Feb 10, 2007 7:57 pm

Hey!

This is only a version update so that people know this exporter is now for Indigo 7t4.

Tagged and tested, works for me! :)
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Kram1032
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Post by Kram1032 » Sat Feb 10, 2007 11:47 pm

Hmmm...
Your primitives code seems to be broken...
I just get "Phyton Error: Check Console" and that's it. Is there any limit for plane-primitives? I've used 6 of them...

garphik
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Post by garphik » Sat Feb 10, 2007 11:53 pm

thanks wedge,
but the script doesnt work for me

processing Camera
processing Circle.094 (Mesh Circle.083)
processing Circle.093 (Mesh Circle.082)
processing Circle.092 (Mesh Circle.081)
processing Circle.091 (Mesh Circle.080)
processing Circle.090 (Mesh Circle.079)
processing Circle.067 (Mesh Circle.061)
processing Circle.066 (Mesh Circle.060)
processing meshlightCube.006 as Meshlight (Mesh Cube.006)
processing meshLightCube.004 as Meshlight (Mesh Cube.004)
processing meshlightCube.003 as Meshlight (Mesh Cube.003)
processing Plane (Mesh Plane)
processing Circle.025 (Mesh Circle.019)
Traceback (most recent call last):
File "indigo-07t4b1-exporte", line 834, in gui
File "indigo-07t4b1-exporte", line 687, in save_still
File "indigo-07t4b1-exporte", line 631, in save_indigo
File "indigo-07t4b1-exporte", line 377, in exportObject
File "indigo-07t4b1-exporte", line 121, in exportMesh
UnboundLocalError: local variable 'face' referenced before assignment

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Kram1032
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Post by Kram1032 » Sat Feb 10, 2007 11:58 pm

Btw. I'm using V2.43RC3

Hris
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Thank You Wedge:)

Post by Hris » Sun Feb 11, 2007 12:53 am

I'm so glad that you find some piece of time to update exporter:) Thank you for your hard work:)

Greets from Poland
Hris

Wedge
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Joined: Sun Jan 14, 2007 11:33 am
Location: East Coast, USA

Post by Wedge » Sun Feb 11, 2007 11:48 am

Kram1032: what does your blender console say when you get the error? There shouldn't be any limits on the amount of primitives you can use.

Garphik: The face variable should be fine, it looks like the line where I am testing for smoothing. Are you doing something with smoothing? Is it a big scene, maybe you can narrow down the object that is throwing the error? (The object that wouldn't already be listed as processed in the blender console, I think.) I haven't had an error in awhile so I don't remember if the error throwing object is the last one before blender throws an error....in your case it is: processing Circle.025 (Mesh Circle.019)

Hris: I am glad you like it. :)

I have been unable to reproduce any errors yet.

Thanks for reporting the problems. :)
Last edited by Wedge on Sun Feb 11, 2007 1:38 pm, edited 1 time in total.
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Kram1032
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Post by Kram1032 » Sun Feb 11, 2007 12:15 pm

Code: Select all

processing camera
processing Cube.006.plane (Primitive Cube.006.plane)
Tracebacl (most rescent call last):
    File "<string>", line 833, in gui
    File "<string>", line 686, in save_still
    File "<string>", line 630, in save_indigo
    File "<string>", line 391, in exportObject
UnboundLocalError: local variable 'mat0' referenced before assignment
Ok, maybe, it's 'cause, I didn't apply any Material in this test.
I'll Create a standartblendermat and test again

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