Unless I misunderstood what you meant, I have tested this here and it works OK.StompinTom wrote:Also, it seems that nested Groups may not work... As in, objects put in a Group, several Groups arranged then Grouped together. Simply doesn't render
Blendigo (for Blender 2.6x) 3.2.6.0
Re: Blendigo (for Blender 2.6x) 3.2.6.0
Re: Blendigo (for Blender 2.6x) 3.2.6.0
Fixed in next releaseJambert wrote:Hi all,
There is a problem exporting curve modifed mesh.
I use last indigo 3.2.8
Re: Blendigo (for Blender 2.6x) 3.2.6.0
Fixed in next release-Attaching materials to Object instead of Data doesn't work. Blendigo doesn't define the material.
Fixed in next release- For Emission Scale, could the Value field be changed to something like the Env Map field, where it's a value multiplied by an exponent? I often use extremely high values here to balance against the Sun...
Indigo doesn't support this; the sun/sky has fixed physical brightness.- Would it be possible to have a Gain control for a Sun/Sky lamp
Particle motion blur has never been implemented in Blendigo for 2.5/2.6- Particle motion blur seems to be busted...
- Oscar J

- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Blendigo (for Blender 2.6x) 3.2.6.0
Would it be possible to make the sun's shadow's sharpness adjustable? I mean, adjustable angle of the sun. That would be very useful when rendering partially cloudy or cloudy exterior scenes.dougal2 wrote: Indigo doesn't support this; the sun/sky has fixed physical brightness.
Re: Blendigo (for Blender 2.6x) 3.2.6.0
Using the original (old) sky model, an augmented turbidity would have this effect iirc. What you are asking for otherwise is a custom sun radius...Oscar J wrote:Would it be possible to make the sun's shadow's sharpness adjustable? I mean, adjustable angle of the sun. That would be very useful when rendering partially cloudy or cloudy exterior scenes.dougal2 wrote: Indigo doesn't support this; the sun/sky has fixed physical brightness.
obsolete asset
- Oscar J

- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Blendigo (for Blender 2.6x) 3.2.6.0
I did not know that, that's great! Thanks 
Re: Blendigo (for Blender 2.6x) 3.2.6.0
Well nope, even though memory and knowledge are closely related... my mistake, I apologize for I deceived (y)our hope.Oscar J wrote:I did not know that, that's great! Thanks
obsolete asset
Re: Blendigo (for Blender 2.6x) 3.2.6.0
I don't think this is a problem with Blendigo as such - more to do with the way Indigo calculates the emission power for various spectrum types. There is no special handling for blackbody with efficacy scale in Blendigo (all spectra types are treated the same), so there's nothing to adjust to make the output consistent.When particle instances are used with Blackbody emitters, efficacy scale is ignored, leading to extremely bright lights.
Re: Blendigo (for Blender 2.6x) 3.2.6.0
Don't know if this is an old, known bug or if there's something wrong with my scene (been a while since I last did anything), but children objects don't seem to inherit the location and rotation data (and presumably scale, too) from the parent. Might also have something to do with the fact that they are grouped.
Re: Blendigo (for Blender 2.6x) 3.2.6.0
Did you update blendigo ? -> http://www.indigorenderer.com/forum/vie ... 44#p114144
Also don't miss Doug's personal announcement in the second post linked.
Also don't miss Doug's personal announcement in the second post linked.
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