Announcements, requests and support regarding the Blender Indigo export script
-
palawat
- Posts: 111
- Joined: Sun Dec 02, 2007 11:45 pm
- Location: Bangkok, TH
Post
by palawat » Tue Nov 25, 2008 4:24 pm
SmartDen wrote:about 500,000 instances
How did you manage all that? Just Alt+D?

Cheers,
Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64
-
SmartDen

- Posts: 999
- Joined: Fri Oct 13, 2006 10:58 pm
- Location: Canary Islands
-
Contact:
Post
by SmartDen » Tue Nov 25, 2008 9:42 pm
palawat wrote:SmartDen wrote:about 500,000 instances
How did you manage all that? Just Alt+D?

No

I used DupliVerts

Check normals, dude!

-
StompinTom

- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Post
by StompinTom » Wed Nov 26, 2008 6:20 am
my biggest problem with high polycount scenes is manipulating the scene in Blender. once i get a couple trees in there, Blender becomes very difficult to work with (do i need a better videocard?).
how did you manage all them polygons in Blender?
-
delic
- Posts: 116
- Joined: Sun Sep 10, 2006 4:11 am
- Location: Lausanne, switzerland .
Post
by delic » Wed Nov 26, 2008 7:17 am
Force trees and high poly stuff to be drawn in box display(in object panel, F7, draw tab), and move them in layers to hide easily also.
Disable subsurfs for display .
-
palawat
- Posts: 111
- Joined: Sun Dec 02, 2007 11:45 pm
- Location: Bangkok, TH
Post
by palawat » Thu Nov 27, 2008 5:22 pm
Seems like I've been away for too long to know that DupliVerts also works as instancing.
Again, thank you for your work, SmartDen.
Cheers,
Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64
-
aleksandera
- Posts: 380
- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
Post
by aleksandera » Fri Nov 28, 2008 4:28 am
Is there any way to convert particle emited meshes to
instances?
I like them. They don't look like soldiers.

-
Attachments
-

- FUR.jpg (130.33 KiB) Viewed 5098 times
-
aleksandera
- Posts: 380
- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
Post
by aleksandera » Fri Nov 28, 2008 6:26 am
Thank you!
....ore hit convert button where the particle modifier is.
Now this opens some great possibilitys

-
enricocerica

- Posts: 155
- Joined: Wed Jul 12, 2006 5:26 pm
Post
by enricocerica » Mon Dec 01, 2008 9:09 am
Hi SmartDen,
Just wonder if you released the final version, I downloaded the available version some days ago and I got the same issues, I mean the UV mapping and the problem with the non applied modifications on the instances.
Thanks
-
SmartDen

- Posts: 999
- Joined: Fri Oct 13, 2006 10:58 pm
- Location: Canary Islands
-
Contact:
Post
by SmartDen » Mon Dec 01, 2008 10:02 pm
enricocerica wrote:Hi SmartDen,
Just wonder if you released the final version, I downloaded the available version some days ago and I got the same issues, I mean the UV mapping and the problem with the non applied modifications on the instances.
Thanks
please, give me a sample scene
Check normals, dude!

-
enricocerica

- Posts: 155
- Joined: Wed Jul 12, 2006 5:26 pm
Post
by enricocerica » Tue Dec 02, 2008 3:37 am
Hi SmartDen,
Here is a zip containing the scene limited to this issue, the image produced with blendigo 1.1.7, blendigo 1.1.13 (current available version) and the UV Maping with the alt-z result.
http://www.myline.be/myline/3D/tests/uvPblm.zip
By the way, the current version has solved the aplly modifications problem. What about the function to limit the materials to the selected objects, the version I downloaded about 10 days ago had this feature, did you removed it due to negative feedbacks ? If so, forget it

Also, should I redefine the mesh light materials ?
Thanks again
Who is online
Users browsing this forum: No registered users and 3 guests