DEV-thread - Blendigo v0.7 - material-editor-exporter

Announcements, requests and support regarding the Blender Indigo export script
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tungee
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Thank you!

Post by tungee » Wed Feb 28, 2007 4:54 am

Hi zuegs, first of all i want to thank you for your efforts.
The Exporter is really superb! :)

First of all i have some questions:
1. How can i save materials and settings?
2. Do you plan an more advanced mat-system( i mean more controls like epidermis and henstein stuff)?

Beside these i have also some suggestions:
1. to choose background color directly in enviroment section of the exporter
2. max. turbidity to 20

Thank you!
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zuegs
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Post by zuegs » Wed Feb 28, 2007 6:04 am

@neepneep:
It seems not to be easy to solve this digits-precision for edit-boxes :cry: . This edit-boxes are generated by blender internal API and I can't raise their precission. They are fixed to about 4 digits. It seems that only the popup-edit-boxes can be controlled for digit-precission within python... they are not so nice as you always get a small popup to change a value :roll: ... don't know what to do :?

@tungee:
it's a plessure :wink: , thanks.
1. the materials and settings are saved inside your blender-scene ".blend" file. If you like to export and reimport them in an other blender-scene it should be possible by using blenders append functionality (at least for materials, i never tryed this myself :wink: )
2. Sometimes :wink: , currently you can use the "external" material type to include an external XML file with your special indigo material 8) :D
suggestion 1: when you set environment to background it uses the blender background color for export... but i can also but a color-picker inside blendigo.
suggestion 2: ok, np, can change this

neepneep
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Post by neepneep » Wed Feb 28, 2007 10:02 am

:D Hey Zuegs, how about just adding a gain multiplier onto the linear tonemapping scale so it can multiply the scale value by 0.001 0.0001 and so on? This is the only thing that still forces me to still edit xmls after exporting :(

Also, is it possible to link Blendigo values to Blenders IPO keys/curves? This would be great for animations in particular and also for storing multiple Blendigo settings at the same time.

Wedge
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Post by Wedge » Wed Feb 28, 2007 7:15 pm

Hello!

I know I have not been around lately....I am busy.

Anyways your program looks good Zuegs! I have not tried this yet, actually I have not tried Violet program or Indigo's new resume feature yet either.

I saw the post about precision. I just wanted to say that yes I noticed Blender seems to work with four digits behind the decimal. (.1234) I am not sure why the exporter uses six in some places, this is something I was looking at when I posted the latest update shortly ago. I think maybe it was just that way since python float formatter defaults to six digits (.123456) if you do not set it yourself.

%f = defaults to 6 digits
%.3f = 3 digits set manually

Here is a useful page about this:

http://docs.python.org/lib/typesseq-strings.html

I tried to alter the precision in the latest exporter, it uses .4f for geometry now and nobody has reported any problems. I don't think the change from six decimal places to four will cause any problems. Scale and position are four decimal places too. But the rotation matrix still has to be six, or it will cause error, I tried it with my 460+ object beach house scene. I think Deus has mentioned the matrix precision somewhere on the forums. (that too few decimal = error, or not orthogonal)

Like neepneep mentioned, you can multiply or divide by 10 to get more or less places. This might help you. Since you made the interface you can add it right in as a note that the values get altered like this. :)

I know I thought linear tone mapping had too many decimal places until I started testing. It turns out you can make a nice looking moonlight scene, if you set your white balance to the bluish it will go, then take linear tonemapping down to about .00001 or .000001. You can use a sun and do everything like it was day but it ends up night! Very cool!
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tungee
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mhhhh....

Post by tungee » Wed Feb 28, 2007 7:29 pm

hi wedge, it could cause some problems.
for example when you have focus distance at 0.001 ,the picture is a little bitblurred!if dont wanna depth of field you must use 0.000001.
another example is dispersion: 0.001 have a lotof dispersion in it! so values around 0.00004 are better for decent dispersion.
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DaveC
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Post by DaveC » Thu Mar 01, 2007 4:56 am

I don't know if this has been mentioned, but, I tried to create a mesh with two seperate materials. It works fine unless one of the materials is an emitter. Then it bombs out with the error "Fatal error: mesh "surface" tried to use the material "lamp" which had not been defined."

I am already using the material "lamp" on another single material mesh.
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SmartDen
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Post by SmartDen » Thu Mar 01, 2007 5:02 am

DaveC wrote:I don't know if this has been mentioned, but, I tried to create a mesh with two seperate materials. It works fine unless one of the materials is an emitter. Then it bombs out with the error "Fatal error: mesh "surface" tried to use the material "lamp" which had not been defined."

I am already using the material "lamp" on another single material mesh.
You can not use emitter with other material on one mesh together. Because there is no material that called emitter. If you remember, emitters are meshlights. Its also could be only a whole mesh ;)

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Kram1032
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Post by Kram1032 » Thu Mar 01, 2007 5:03 am

The problem is, that "Emitter" isn't a material, yet!
Emitter everytime works for the whole mesh and the parts, you gave an Emit-Material, wont have ANY Material ;)
That's also, why infinite planes and perfect shaped spheres can't be emitters :cry:

!!!!!ONO!!!!! [REQ] (again) Emitter MATERIAL! ;) 8)

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tungee
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mhhhh....

Post by tungee » Thu Mar 01, 2007 5:41 am

dispersion doesnot function! :cry:
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drBouvierLeduc
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Post by drBouvierLeduc » Thu Mar 01, 2007 5:47 am

Yet another request for you Zuegs :

Is it possible to enable the new "shift" function for the camera with the exporter ?
It's very usefull for architectural renderings.

Thanks.

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Kram1032
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Post by Kram1032 » Thu Mar 01, 2007 6:05 am

I guess, it's impossible, 'cause of the realistic behavior of indigo...
Such camera angels aren't really possible normaly, I think....
But, if, it would be very nice to see this :D
(As I read, the up vector of the camera doesn't have to be normalized to the forward vector... maybe, it's possible with this!?)

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manitwo
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Post by manitwo » Thu Mar 01, 2007 6:44 am

Kram1032 wrote:Such camera angels aren't really possible normaly, I think....
http://en.wikipedia.org/wiki/Perspectiv ... ction_lens :wink:

btw: such tilt-shift lenses could have interesting dof-effects:
http://www.industrialbrand.com/blog/images/leonskibeat/

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Kram1032
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Post by Kram1032 » Thu Mar 01, 2007 7:25 am

Nice^^
Didn't think that this was possible :D
But I wasn't able to figure out, what ts lenses do!?

zuegs
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Post by zuegs » Thu Mar 01, 2007 7:42 am

hi all,
i will see if for critical values i can add an additional exponent value. So there would be two edit-boxes, one for value and one for exponent (ex. 2.3 and -4 will give 2.3*10^-4 or 2.3e-4)

@tungee:
Dispersion doesn't work? Where's the bug? please check XML... i think <cauchy_b_coeff> is exported correctly???

@drBouvierLeduc:
New "SHIFT" function? I know this stuff but since when indigo supports this???? Gimme a link to this please.

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Kram1032
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Post by Kram1032 » Thu Mar 01, 2007 8:05 am

That's the problem: Indigo doesn't support it, I think...
But Blender does!
Maybe, you can set something like this, by not using normalized cameravectors for up and forward...
But I don't think so...

So, if it's not this, let's make a request :D

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