Layer blending with blendigo1.1.10SW?

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zetagz
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Layer blending with blendigo1.1.10SW?

Post by zetagz » Mon Sep 22, 2008 8:05 am

Hey!

I started use blendigo week ago, so dont bash me if this is a stupid question ;). How to assign emitters (Meshlights) to layers as how you can tune lights in indigo while its rendering? Does blendigo 1.1.10SW support it or do i have to modify scene file manually?

I tried to search from forum but no luck..

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Kram1032
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Post by Kram1032 » Mon Sep 22, 2008 8:54 am

I dunno if current Blendigo supports this....
In Indigo (if you use the correct Version), there are some tabs in the GUI version while rendering.
one of them is the menu to adjust light layers. There, you can set colour and strength of the different layers... :) Just play around.
To start, you can play with the light layer testscene in the testscenes folder of Indigo. ;)

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Pinko5
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Post by Pinko5 » Mon Sep 22, 2008 10:01 am

Kram1032 wrote: To start, you can play with the light layer testscene in the testscenes folder of Indigo. ;)
truly a poor alternative :(

Luca.

Big Fan
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Post by Big Fan » Mon Sep 22, 2008 11:42 am

:? :roll: you guys... :wink:
The whole reason I gave you blendigo SW to play with is so you can try the emissive materials/layer stuff.
You have had this capability for 3 weeks..(this is a part of the script that worked from the beginning :P )

The 'meshlights' you are familiar with, along with the 'sun', are confined to layer 0 by Indigo, however meshlights are headed for redundancy now anyhow.
In the transition period ono converts the old 'meshlights', if you use them, to emissive materials, inside Indigo.

Because of the above reasons, no facility was added to blendigo SW for 'meshlights' to have a layer assignment. There is no code to do that anyway.
You can still use meshlights but they will be on layer 0 by default.
To make the new equivalent of a 'meshlight' now, you need to use the item at the bottom of the blendigo material UI I called 'Glowing material'.

That is to make a light, give your mesh a material with glow (emission) enabled.
Look in the 'Glowing material' options and you will see you can specify the layer for that material/mesh/light and also specify the output.
You can make any type of material emit, it could be a simple diffuse , an oren nayer with a displacement map, or even a .NKdata file.
As @kram says you can adjust the emission of a layer if you wish while Indigo is in progress via the Indigo UI layer tab. Layer 0 with the sun or a 'meshlight' is fully adjustable as well.

Just now, with 1.1.11, ono gives you IES lights as a material emission.(this is not in the blendigo SW you have)
This is the discussion I try to have with him about the UI workflow, and the logic of having emission only described inside a material, and the loss of specifying the light (emission) by blackbody parameters for example.

Probably I am going to retain 'meshlights' in my exporter as a menu option (it will actually reference emissive materials under the hood) because it presents stuff in a more sensible way for artistes to just 'make a light'.
The materials themselves will still be able to be enabled as 'glowing' as I have it now.

Because ono migrates Indigo methods all the time the scripts are becoming harder to adapt each time and preserve the old UI integrity.
It is simply too expensive of volunteers time to expect overhauls and rewrites to suit each whim or the adoption of every capability. A bit like the new mesh format- probably v. efficient, but not necessary, and not at this stage of the game.

Still its up to smartden to decide what he's going to do for you next 8)
HTH
BF

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Kram1032
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Post by Kram1032 » Tue Sep 23, 2008 4:14 am

I meant that "alternative" to find out about the flow, not an actual alternative... So that you learn, which setting does what. ;)

Well, that new mesh-format is PURELY an exporter-writer-issue... It would have advantages for exporters, too, though... (as soon as it's implemented)

for example, testing complicated scenes, only changing a tiny and waiting for it to export, would take far shorter...

Anyhow... I know your PoV and I respect it ;) (And for me, it's currently not of use, anyway, as long as I don't find out what's causing those silly bluescreens -.-)

zetagz
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Joined: Mon Sep 22, 2008 7:56 am

Post by zetagz » Wed Sep 24, 2008 4:11 am

Everyone:
Thanks for reply!

Big Fan:
That explained a lot, i just didn't find information how to use those :). I understand very well how hard is adapt new features. Im already happy how these scripts works, and I have respect for volunteers who updates/fixes these exporters and keeping them up to date.

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