Blendigo (for Blender 2.4x) 3.0.10

Announcements, requests and support regarding the Blender Indigo export script
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dougal2
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Re: Blendigo (for Blender 2.4x) 3.0.10

Post by dougal2 » Fri Jul 08, 2011 2:55 am

@ROUBAL

Is it possible that you can post or PM me the .blend file so that I can take a look. I've not seen errors like this before with my usual test scenes.

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ROUBAL
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Re: Blendigo (for Blender 2.4x) 3.0.10

Post by ROUBAL » Fri Jul 08, 2011 4:15 am

As said before:

it is
a huge city scene with high poly buildings and 5 detailed cars I had so far rendered with Octane. I'm trying in indigo, because I run out of memory in Octane.I have 882 objects, one sun lamp and a camera.
The Blend file currently weights more than 250MB and contains most of my best models. Even compressed, it would weight more than 100MB, added to that I can't even put it on my FTP, because my web hoster crashed my site, and it is still off line.

So, no chance for a big blend.

I will try to make a file with less objects while keeping the default, but it is difficult.

To give your an idea of the scene, I join a screen shot below (I would like to render it in indigo in order to use instances for iron fences, stone pillars on balconies, and enlarging the view showing grass and other things requiring instances) :
Attachments
GeometryLoadingTest.jpg

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ROUBAL
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Re: Blendigo (for Blender 2.4x) 3.0.10

Post by ROUBAL » Sun Jul 10, 2011 4:13 am

I deleted layers, buidings, cars, by groups, one by one... I got the message no UV layer for the camera...

Now, I have kept only one layer with a building and I achieved to export it and launch indigo, but I get this in indigo :

A problem occurred with the scene:
Error while building scene: ModelLoadingStreamHandlerExcep: Triangle material_index is out of bounds. (material index=2).
Indigo version: Indigo Renderer v3.0.10, Windows 64-bit build.
Exporter: Blendigo (for Blender 2.4x) 3.0.10
Platform: Win7x64
Intel QX9650 at 3GHz-8GB of RAM

I have to render in 8192x4608 and photorealistic style a scene with around 10 millions triangles.

I am really desperate. I have never been able to export or render a big scene with indigo. Each time it fails at exporting or at rendering time.

As Octane doesn't support instances, and as Yafaray only works in 32 bits mode and does' support my big scenes as well (lack of supported memory in 32 bits probably). I also tried Luxrender, but I also get export troubles and there is no support.

EDIT : yesterday I have purchased thea Render. I have received my license and installed it todaY.

The exporter works fine and imports correctly my 10 millions triangles without any trouble nor error message. The render is not fast, but shows that my file is OK.

I exported from Blender 2.58a as there is no export plugin for 2.49b.

I already tried to export to indigo with the plugin for Blender 2.5x, and it doesn't give an error message when exporting, but once indigo is launched, Windows 7 x64 pro displays "indigo has ceased to work"...

Even if Thea render seems to work fine, it looks like a big piece to learn, and is limited at first glance to 4000x3000. I am currently searching the shift lens option... not sure it is available...

I would really like to use indigo !

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Re: Blendigo (for Blender 2.4x) 3.0.10

Post by StompinTom » Mon Jul 11, 2011 9:12 am

Hi ROUBAL,

Are you, by chance, using CityEngine for that city scene? If so, how did you get it into Blender with instances? It's something that has stopped me from buying that program...

As for the 'Triangle material_index is out of bounds' problem, this usually means that an object has a material assigned that it isn't using, therefore since no triangles have that material, it crashes. It's something I hope gets fixed soon, as it is quite annoying to hunt for that one (or several) object(s). Delete any materials on an object that aren't being used, that should help...

I've rendered 8000px X 4000px quite comfortably with Indigo, with tons of instances and large models, so it works.

Good luck!

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ROUBAL
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Re: Blendigo (for Blender 2.4x) 3.0.10

Post by ROUBAL » Mon Jul 11, 2011 10:09 pm

Hello StompinTom,

Thanks for your message.

No, I model everything myself. I'm creating several detailed Victorian buildings for a Londonian scene.

The explanation you give me about materials confirms my experiments of this night : I have deleted objects after objects in various orders,and finally found that anobject used for the road contains a material that seems to be the cause of the crash.

I kept only one cube with this material, and the camera, and still get the trouble.

Then I noticed that many materials not in use were still present in the blend file. I checked by Shift-F4 in the browser, and these "ghost" materials are here, but there are no Fake materials signalled by a "F", and I don't know how to get rid of them. I tried to close blender, re-open the file... they are still here.

I tried with various versions of Blender,and I can't purge these materials ! No idea to delete them !

EDIT : I have created a new empty blend file, and imported all objects from the faulty file. This time, many objects on several layers appeared ! Although they were not in hidden statute in the original file, they didn't appear and the layers were displayed as unused !

I deleted all unsused objects and materials, and tried an export with Blendigo (in 2.49b).

The export failed with same message.

I moved the cube and the camera, and tried an export again : success !

Very weird.

Then I came back to my 10 millions triangles scene : I created an empty blend file, and imported all object to be rendered on one unique layer, with the camera.

I moved them closer to the center of the scene, and moved the camera as well, as I did previously with the simple scene including only a cube and a camera.

I tried to export : Failed and got the message shown on first screenshot below .

Then I deleted the ground/road object that included the faulty material in the previous test. I got an other error at exporting. See screen shot 2.

NOTE : I tried with 2.58a and the new file with only one layer, and I get the message yout spoke me about :
A problem occurred with the scene:
Error while building scene: ModelLoadingStreamHandlerExcep: Triangle material_index is out of bounds. (material index=7).


However, finding the mesh supporting faulty materials is not obvious... :oops:
Attachments
BlendigoFor249_00.jpg
BlendigoFor249_01.jpg

FakeShamus
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Re: Blendigo (for Blender 2.4x) 3.0.10

Post by FakeShamus » Fri Jul 22, 2011 12:57 pm

hey Doug, I keep finding that no matter what I do I end up with 2 light layers (like "default" and "1") - maybe I'm doing something wrong or overlooking something in my scene, but I was wondering if there could be an option to flatten all the layers at export so we can keep the ram usage down on final large renders, without having to go through and rename or merge the layers.
thanks

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CoolColJ
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Re: Blendigo (for Blender 2.4x) 3.0.10

Post by CoolColJ » Thu May 10, 2012 11:34 am

So I have a simple scene, and I have some materials, sun/sky. When I hit render, Indigo renders nothing but white. There are no objects in the scene when it hits Indigo...

WTF am I doing wrong???

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