This is an interesting question. I am pretty sure it raises the power of your light layer, changing the emmissive power. if thats the case, doesn't that effect the weighting of Indigo's sampling? Which tends to make the under-powered light layers way noisier than others. Would be great if you could set all of your lights to the same power and then set the layer brightness (gain) directly in Blendigo (If this is how it already works then ignore me, but I'm pretty sure it's not...)ENSLAVER wrote:Do light layers only effect the power of the light, rather than changing the actual layer value in indigo?
New to Blender, it's a lot to take in
Blendigo 3.6.10.0
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Re: Blendigo 3.6.10.0
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Re: Blendigo 3.6.10.0
New alpha rendering works great! How can you set a shadow catcher material from Blender? Editing the .igs file is not an option for animations (2000+ frames
)...
Also, when shadow catcher material is enabled, it only seems to work when the Shadow pass is enabled in render settings?
Is there a kind of 'holdout' material that just has an alpha of 0 but obscures anything behind it? That kind of stuff is great for compositing, especially with animations.

Also, when shadow catcher material is enabled, it only seems to work when the Shadow pass is enabled in render settings?
Is there a kind of 'holdout' material that just has an alpha of 0 but obscures anything behind it? That kind of stuff is great for compositing, especially with animations.
- Oscar J
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- 3D Software: Blender
Re: Blendigo 3.6.10.0
+1StompinTom wrote:New alpha rendering works great! How can you set a shadow catcher material from Blender? Editing the .igs file is not an option for animations (2000+ frames)...
Also, when shadow catcher material is enabled, it only seems to work when the Shadow pass is enabled in render settings?
Is there a kind of 'holdout' material that just has an alpha of 0 but obscures anything behind it? That kind of stuff is great for compositing, especially with animations.

Re: Blendigo 3.6.10.0
Man, it's one hack after another wanted eh?StompinTom wrote: Is there a kind of 'holdout' material that just has an alpha of 0 but obscures anything behind it? That kind of stuff is great for compositing, especially with animations.
Doesn't sound too hard to implement tho

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Re: Blendigo 3.6.10.0
Ha! Once you start down that slippery slope... Could we get some buffered shadows as well, while you're at it?OnoSendai wrote:Man, it's one hack after another wanted eh?StompinTom wrote: Is there a kind of 'holdout' material that just has an alpha of 0 but obscures anything behind it? That kind of stuff is great for compositing, especially with animations.
Doesn't sound too hard to implement tho

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Re: Blendigo 3.6.10.0
Hi,
For clay renderings, would be very helpful to have a per-material toggle to exclude it from the clay material. This is especially handy for transparent materials, which you don't always want to render as clay (especially if your whole shot is through a window: clay render is one big white plane).
This stuff is great for checking out modeling while keeping lighting, composition, etc.
For clay renderings, would be very helpful to have a per-material toggle to exclude it from the clay material. This is especially handy for transparent materials, which you don't always want to render as clay (especially if your whole shot is through a window: clay render is one big white plane).
This stuff is great for checking out modeling while keeping lighting, composition, etc.
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Re: Blendigo 3.6.10.0
Some issues with animation export that would be good to sort out.
- Exporting an animation creates an .igs + .igmeshes for each frame, which gets very unwieldy for large scenes. I wonder if all unchanging geometry could be stored in a separate folder (under Scene, apart from the frame folders) and just continuously referenced in, instead of being copied for every frame. Geometry that changes could be tagged in Blender with a checkbox perhaps? I.e. another tick box under mesh settings...
- Exporting an animation first creates a set of dummy images in the target folder. These don't ever get replaced; the rendered images get saved to the folder with the render queue. Would be helpful and less confusing if these dummy images were replaced by the rendered images as it crunches the queue.
- Any way to prevent the export of every frame before rendering? I'm guessing this would be more involved, but would be handy to have Indigo trigger Blendigo when a frame is finished to fetch the next frame, though it IS great to have a responsive Blender while Indigo is rendering... Perhaps this isn't all that important.
It's mostly the first issue that would save time + gigabytes for rendering animations. Otherwise, it seems to work great!
Another Group instance bug:
- Lamp objects throw the 'spotlight does not have attribute indigo_mesh' when they are in a Group instance. Outside of a Group they work fine, it is just when they are part of an instanced Group.
- Exporting an animation creates an .igs + .igmeshes for each frame, which gets very unwieldy for large scenes. I wonder if all unchanging geometry could be stored in a separate folder (under Scene, apart from the frame folders) and just continuously referenced in, instead of being copied for every frame. Geometry that changes could be tagged in Blender with a checkbox perhaps? I.e. another tick box under mesh settings...
- Exporting an animation first creates a set of dummy images in the target folder. These don't ever get replaced; the rendered images get saved to the folder with the render queue. Would be helpful and less confusing if these dummy images were replaced by the rendered images as it crunches the queue.
- Any way to prevent the export of every frame before rendering? I'm guessing this would be more involved, but would be handy to have Indigo trigger Blendigo when a frame is finished to fetch the next frame, though it IS great to have a responsive Blender while Indigo is rendering... Perhaps this isn't all that important.
It's mostly the first issue that would save time + gigabytes for rendering animations. Otherwise, it seems to work great!
Another Group instance bug:
- Lamp objects throw the 'spotlight does not have attribute indigo_mesh' when they are in a Group instance. Outside of a Group they work fine, it is just when they are part of an instanced Group.
- Oscar J
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Re: Blendigo 3.6.10.0
I can't set the camera to focus on a certain object anymore. Hard to tell if it's a Blendigo or an Indigo bug though.
- Oscar J
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Re: Blendigo 3.6.10.0
Another bug: can't set an external material as substrate material for a coating material.
Re: Blendigo 3.6.10.0
Fixed for next release.William wrote:Ah thanks, there was indeed a material with coating and no base. works now.
Btw 'skip writing existing meshes' does not seem to work. It complains that Mesh object has no attribute 'faces'
I think it should be looking for mesh.tessfaces instead;
http://lists.blender.org/pipermail/bf-p ... 05837.html
Re: Blendigo 3.6.10.0
I'll look into this soon. Sounds useful.StompinTom wrote:Some issues with animation export that would be good to sort out.
- Exporting an animation creates an .igs + .igmeshes for each frame, which gets very unwieldy for large scenes. I wonder if all unchanging geometry could be stored in a separate folder (under Scene, apart from the frame folders) and just continuously referenced in, instead of being copied for every frame. Geometry that changes could be tagged in Blender with a checkbox perhaps? I.e. another tick box under mesh settings...
Re: Blendigo 3.6.10.0
Yep, that was into MtI's wishlist very early, per Doug possibly. It should be reasonably easy to detect objects not subject to animation over a timerange.OnoSendai wrote:I'll look into this soon. Sounds useful.StompinTom wrote:Some issues with animation export that would be good to sort out.
- Exporting an animation creates an .igs + .igmeshes for each frame, which gets very unwieldy for large scenes. I wonder if all unchanging geometry could be stored in a separate folder (under Scene, apart from the frame folders) and just continuously referenced in, instead of being copied for every frame. Geometry that changes could be tagged in Blender with a checkbox perhaps? I.e. another tick box under mesh settings...
Thinking of this, because MtI does save meshes under the unity matrix, saving them all but dynamic meshes once per sequence should even be alright.
Including keyframed objects

obsolete asset
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Re: Blendigo 3.6.10.0
Any news on further Blendigo work?
Re: Blendigo 3.6.10.0
It IS and should be available for every exporterOnoSendai wrote:I'll look into this soon. Sounds useful.StompinTom wrote:Some issues with animation export that would be good to sort out.
- Exporting an animation creates an .igs + .igmeshes for each frame, which gets very unwieldy for large scenes. I wonder if all unchanging geometry could be stored in a separate folder (under Scene, apart from the frame folders) and just continuously referenced in, instead of being copied for every frame. Geometry that changes could be tagged in Blender with a checkbox perhaps? I.e. another tick box under mesh settings...

Faster export and less waste on your HDD!
polygonmanufaktur.de
Re: Blendigo 3.6.10.0
I'm doing some work on it nowStompinTom wrote:Any news on further Blendigo work?

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