DEV-thread - Blendigo v0.7 - material-editor-exporter
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?
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?
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator
Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University
C l a a s E i c k e K u h n e n
Artist : Designer : Educator
Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University
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 ???
sometimes it works sometimes it does not and i dont know what the problem is:
line 64, column 13
failed to decide texture ???
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator
Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University
C l a a s E i c k e K u h n e n
Artist : Designer : Educator
Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University
@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
Don't know what happens with the textures... it should work... so continue to try
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
Don't know what happens with the textures... it should work... so continue to try
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
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
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator
Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University
C l a a s E i c k e K u h n e n
Artist : Designer : Educator
Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University
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
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
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 ;(
--
C l a a s E i c k e K u h n e n
Artist : Designer : Educator
Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University
C l a a s E i c k e K u h n e n
Artist : Designer : Educator
Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University
strange problem
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.
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.
Sorry but I don't know what I'm doing wrong. If I try to Render I get this error...
If I try to Export Animation, I get this error
So far no luck 
Code: Select all
UnboundLocalError: local variable 'face' referenced before assingnmentCode: Select all
NameError: global name 'materiallist' is not definedWho is online
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