Applying external material

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aspcartman
Posts: 4
Joined: Tue Nov 26, 2013 2:33 am

Applying external material

Post by aspcartman » Tue Nov 26, 2013 2:52 am

Hello.
I'm trying to apply a downloaded material to a mesh in Blender 2.69 and render it in Indigo.

So I choose two materials, set up a scene, unwrap meshes, apply a an extended material, push a render and got unexpected result. There is no bump\displacement from rusted metal material, textures are huge and nothing looks right.
What did I miss?

Original material. Opening up indigo and setting this material on a test scene works as expected.
Image
My result
Image

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Oscar J
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Location: Gothenburg, Sweden
3D Software: Blender

Re: Applying external material

Post by Oscar J » Tue Nov 26, 2013 3:43 am

1. Try using project from view alternatively Smart UV or whatever that tool is called. Use Texture viewport shading, so that you can check the scale of the texture on your object.

2. To get displacement you need a high-resolution mesh. You can use Indigos subdivision for that.

Hope this helps.

aspcartman
Posts: 4
Joined: Tue Nov 26, 2013 2:33 am

Re: Applying external material

Post by aspcartman » Tue Nov 26, 2013 4:27 am

Thx for an answer!

Sad to say, it was unhelpful:
I just tried `project from viewport` and tickling subdivisions button (can't find indigo's subdivision thought) - no effect. And since the material is external It's not being displayed in the viewport even in `Texture` mode.

The original model is an SVG. I imported it, made a path, extruded and converted to mesh, unwrapped (or smart UV or project from viewport) and set the external material. Have I missed smth?
That's how it looks in the viewport
Image
Image

Let's set another material:
http://www.indigorenderer.com/materials/materials/524
Yet again, downloading and setting it in Indigo's test scene is working as on screenshot. But setting it in Blender's exported scene (no matter where material was set - in Indigo or in Blender) brings me this:
Image

What info should I provide to help me get help? oO Thx everyone!

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Oscar J
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Location: Gothenburg, Sweden
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Re: Applying external material

Post by Oscar J » Tue Nov 26, 2013 4:52 am

Check the scale of your object. If it's really big, a displacement value of 0.1 mm won't be very visible.

aspcartman
Posts: 4
Joined: Tue Nov 26, 2013 2:33 am

Re: Applying external material

Post by aspcartman » Tue Nov 26, 2013 5:55 am

Thx for an answer!

I've tested with huge scale, small scale and 1.0 scale (by setting one and reseting with `apply scale` button, which sets scale to 1.0 keeping the size on scene). No changes =((

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Polinalkrimizei
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Joined: Sat May 02, 2009 6:59 am

Re: Applying external material

Post by Polinalkrimizei » Tue Nov 26, 2013 6:51 am

Hey aspcartman, you'll need to do proper UV mapping inside Blender. Open the .pigs from the database with whatever compression program like winrar, 7zip or the like.
It will give you the material definition (basically a text file) and the texture(s). Now get those texture into blender and create a proper uv map. there is an in-depth tutorial here:

http://www.youtube.com/watch?feature=pl ... jhQ6-XK5Cw

depending on the shot you are looking for, "project from view" when in top-view might be the easiest solution, as Oscar pointed out.
Indigo's subdivisions are available in the "object data" tab in Blender. Be aware that .stl's are like the worst thing to subdivide, you'll need crazy high settings, but as the topology is mostly crap, it doesn't always work.
Perhaps you can crank up blender's curve resolution to the max?

aspcartman
Posts: 4
Joined: Tue Nov 26, 2013 2:33 am

Re: Applying external material

Post by aspcartman » Wed Nov 27, 2013 9:23 am

Polinalkrimizei, you are a god! Thank you! Now I can continue working! =)

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