Problem with emit material
Problem with emit material
Hello,
i have once again a problem with blender-materials and indigo.
I made some emit-material and would render it in indigo but the plane with the material doesn't represent (like fully transparency). What can I made wrong? An info too: i made an other emit-material in the same scence and this represents... help me please...
i have once again a problem with blender-materials and indigo.
I made some emit-material and would render it in indigo but the plane with the material doesn't represent (like fully transparency). What can I made wrong? An info too: i made an other emit-material in the same scence and this represents... help me please...
here's the screenshot
edit: sry, i said, that the other emit-material represents but that was wrong. It isn't representing too.
edit: sry, i said, that the other emit-material represents but that was wrong. It isn't representing too.
- Attachments
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- there's the material settings
- screen.jpg (95.75 KiB) Viewed 4389 times
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- this is the render... the darker places shoult be blue...
- im1210692352.png (925.94 KiB) Viewed 4389 times
I guess there's the sun outside your room. Try increasing the Power(W) to something like 12,000 or more. The sun is very hard too be beaten
Also checking your normals. Make sure all normals for your mesh light are pointing out.
I recommend you searching the forum about creating neon light. I think I read it somewhere around here.
Hope this help.
Also checking your normals. Make sure all normals for your mesh light are pointing out.
I recommend you searching the forum about creating neon light. I think I read it somewhere around here.
Hope this help.
Cheers,
Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64
Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64
hm, i made the power to 40000 but there isn't light anywhere from the neons... and the normals are right... and it's quite strange why the planes not appear... (if the normals were wrong, the planes were only black but transparent?)
edit: now, i have a bigger problem too. i updated indigo from 1.0.1 to the newest and now it appears this following error after exporting but only when in the scence is an emitter material...
edit: now, i have a bigger problem too. i updated indigo from 1.0.1 to the newest and now it appears this following error after exporting but only when in the scence is an emitter material...
- Attachments
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- error.jpg (15.77 KiB) Viewed 4349 times
About mesh light;
How about your unit in the scene? Is it in meter or inch (or feet)? One unit in Indigo = One meter.
About the "No 'spectrum' element found...";
Sorry, I have no idea about that. I ran into this error once and got through it but really can't remember how
How about your unit in the scene? Is it in meter or inch (or feet)? One unit in Indigo = One meter.
About the "No 'spectrum' element found...";
Sorry, I have no idea about that. I ran into this error once and got through it but really can't remember how
Last edited by palawat on Wed May 14, 2008 9:18 am, edited 1 time in total.
Cheers,
Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64
Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64
hm, i also have updated blendigo... and i'm using a sun... I think the error is because the emit material.
edit: now I know 100% that the error comes from the emit-material. If I convert all emit-material to duffuse-mat, the render starts without an error
edit2: I have tested an other scence with emitter-material and the other scence renders... now I'm very perplexed.
edit: now I know 100% that the error comes from the emit-material. If I convert all emit-material to duffuse-mat, the render starts without an error
edit2: I have tested an other scence with emitter-material and the other scence renders... now I'm very perplexed.
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handsomedave
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nestanqueiro
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blendigo is a bit peaky with emitter materials... make sure you don't use multi-materials on one mesh... if you need, break the mesh apart by material, and make sure that your emitter meshes only have ONE material applyed. that is also true for transparent materials.
Also make sure normals are pointing outside, as mentioned, but make sure as well that you have your objects in positive scale. Blender sometimes confuses normals when the object's scale is negative in one of the axis... just do a CTRL+A and re-check the normals!
Also make sure normals are pointing outside, as mentioned, but make sure as well that you have your objects in positive scale. Blender sometimes confuses normals when the object's scale is negative in one of the axis... just do a CTRL+A and re-check the normals!
Perhaps the cause for this phenomenon is because an emitter is not a material as far as Indigo is concerned. It is set up as a material in Blender. In the scene file and Indigo it is a <meshlight> which is bound to a mesh.
I'm not sure what the deal is with transparent materials as they are mediums applied to glossy transparent or specular materials. (which should be able to be applied all over a mesh, but I will admit I have never tried to do multiple transparent materials onto one mesh)
I'm not sure what the deal is with transparent materials as they are mediums applied to glossy transparent or specular materials. (which should be able to be applied all over a mesh, but I will admit I have never tried to do multiple transparent materials onto one mesh)
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