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

Announcements, requests and support regarding the Blender Indigo export script
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Kram1032
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Post by Kram1032 » Tue Mar 13, 2007 10:01 am

do you use linear or reinhard?

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F.ip2
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Post by F.ip2 » Tue Mar 13, 2007 10:10 am

mh

I only can select Reinhard at the moment in the exporter.

I tried to understand the settings but I was not really successful.


Can you tell me what I should do?
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C l a a s E i c k e K u h n e n
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F.ip2
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Post by F.ip2 » Tue Mar 13, 2007 11:33 am

also i noticed that for some reason indigo does not want to accept many bump maps i create with blender. i uv unwrapp - bake the diffuse texture - safe as tga and load the texture in the export script into a bump or alfredo channel.


sometimes it works sometimes it does not and i dont know what the problem is:

line 64, column 13

failed to decide texture ???
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C l a a s E i c k e K u h n e n
Artist : Designer : Educator

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Kendall College of Art and Design
of Ferris State University

zuegs
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Post by zuegs » Tue Mar 13, 2007 6:59 pm

@F.ip2:
Reinhard is compensating any change you do on meshlight energie... use the meshlight energie-settings to balance different meshlight among each other.
To make your render brighter just increase "post-scale" of the Reinhard tonemapping :wink:

Don't know what happens with the textures... it should work... so continue to try :wink:

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F.ip2
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Post by F.ip2 » Tue Mar 13, 2007 8:50 pm

hi zuegs,

well i tried using every setting and nothing changes.

as you mentioned : it is compensating any change - so i do not know what you mean whit this:
"use the meshlight energie-settings to balance different meshlight among each other"



what is the gain in lights for?


claas
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zuegs
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Post by zuegs » Tue Mar 13, 2007 9:51 pm

hi F.ip2
if you have more than one meshlight in your scene you can use different light-energies for the different meshlights, so one can be brighter than the other or what ever you like ...
The reinhard tonemapping is doing something like an auto-exposure... that means when you set your light stronger reinhard automaticaly adjusts exposure to prevent to bright or to dark images.

So for you... if you like to get brighter images you should increase the "post-scale" in the reinhard-settings instead of increasing the meshlight energie.
Or, you change tonemapping to "None" or "Linear", and play with the meshlight energies until you get the rightly exposed image, but this needs many trys to archive :wink:

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F.ip2
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Post by F.ip2 » Tue Mar 13, 2007 10:22 pm

ok i get what you say but again i dont even know how to set the light energy because no matter with which value i play they all render the same ;(
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zuegs
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Post by zuegs » Tue Mar 13, 2007 10:36 pm

yeah... set the light energie to what ever you want :wink: i recomment gain = 1, "efficacy-scale" enabled, power=100, o.all-effic = 100.
BUT THEN render once with reinhard-post-scale=0.1 (very dark) and render once with reinhard-post-scale=10.0 (very bright) ! :lol:

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Kram1032
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Post by Kram1032 » Wed Mar 14, 2007 2:24 am

or use Violet to readjust Postscale.... :D

Posiadala
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strange problem

Post by Posiadala » Thu Mar 15, 2007 8:41 pm

Hello everybody
I'm quite new Indigo/Blender user, but so far everything was going ok, no pbs occured ( till now ). I'm working on simple bathroom scene, using Blendigo. I've opened my scene, run Blendigo & click render, Indigo could not render scene beceouse there was no light source, I've checked xml file, there was no light source in deed. In blender scene light source exist, in xml file it was not, so I've created other light in Blender, exacly like the old one, the same material, position, size etc. and deleted old one. Did help, but then it turned out that just several objects have been exported to xml file. I've been trying to show/hide layers in Blender, then render, trying to understand what the matter was. I've fought that Blendigo can not overwrite the old file, so I've removed dafault.xml and it's materials file, but new file mad by Blendigo was the same as the old one.

So shortly my problem is: Blendigo does not export all objects from .blend scene, and I don't have any idea what is it's pattern to choose objects to export ( surly not visibility of layer in blender scene, as it used to be ), but objects witch are exported, are exported propperly ( with materials ).

Can anyone help me, please?
Thanks in advance.

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SmartDen
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Post by SmartDen » Thu Mar 15, 2007 9:13 pm

To export a light source you have to set it in environment section Background light or Sky light. And your problem with objects i can't understand. You must consider, that Blendigo exports only meshes. Also if you have curves or nurbs in your scene they will be not exported. So good luck!

Posiadala
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Post by Posiadala » Thu Mar 15, 2007 9:21 pm

well... I have to say that beeing noob sux!!!
It's all my fault, I've accidentaly pressed "lock layers and camera to scene" button in blender.
Sorry for bathering You and for my doubt in Blendigo's infinite power :lol: .
Once again: beeing noob sux!!!

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F.ip2
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Post by F.ip2 » Fri Mar 16, 2007 4:59 am

lol, welcome to the club !
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5OnIt
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Post by 5OnIt » Sun Mar 18, 2007 5:46 pm

Sorry but I don't know what I'm doing wrong. If I try to Render I get this error...

Code: Select all

UnboundLocalError: local variable 'face' referenced before assingnment
If I try to Export Animation, I get this error

Code: Select all

NameError: global name 'materiallist' is not defined
So far no luck :(

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F.ip2
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Post by F.ip2 » Sun Mar 18, 2007 6:31 pm

mh

did you apply materials to all objects???
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C l a a s E i c k e K u h n e n
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Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

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