Blendigo (for Blender 2.6x) 3.2.6.0

Announcements, requests and support regarding the Blender Indigo export script
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dougal2
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Re: Blendigo (for Blender 2.6x) 3.2.6.0

Post by dougal2 » Wed Apr 04, 2012 6:16 am

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 :P
Unless I misunderstood what you meant, I have tested this here and it works OK.

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dougal2
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Re: Blendigo (for Blender 2.6x) 3.2.6.0

Post by dougal2 » Wed Apr 04, 2012 6:21 am

Jambert wrote:Hi all,
There is a problem exporting curve modifed mesh.
I use last indigo 3.2.8
Fixed in next release
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dougal2
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Re: Blendigo (for Blender 2.6x) 3.2.6.0

Post by dougal2 » Wed Apr 04, 2012 7:01 am

-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...
Fixed in next release
- Would it be possible to have a Gain control for a Sun/Sky lamp
Indigo doesn't support this; the sun/sky has fixed physical brightness.
- Particle motion blur seems to be busted...
Particle motion blur has never been implemented in Blendigo for 2.5/2.6

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Oscar J
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Re: Blendigo (for Blender 2.6x) 3.2.6.0

Post by Oscar J » Wed Apr 04, 2012 7:38 am

dougal2 wrote: Indigo doesn't support this; the sun/sky has fixed physical brightness.
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.

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CTZn
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Re: Blendigo (for Blender 2.6x) 3.2.6.0

Post by CTZn » Wed Apr 04, 2012 8:19 am

Oscar J wrote:
dougal2 wrote: Indigo doesn't support this; the sun/sky has fixed physical brightness.
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.
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...
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Oscar J
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Re: Blendigo (for Blender 2.6x) 3.2.6.0

Post by Oscar J » Wed Apr 04, 2012 8:38 am

I did not know that, that's great! Thanks :)

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Re: Blendigo (for Blender 2.6x) 3.2.6.0

Post by CTZn » Wed Apr 04, 2012 2:07 pm

Oscar J wrote:I did not know that, that's great! Thanks :)
Well nope, even though memory and knowledge are closely related... my mistake, I apologize for I deceived (y)our hope.
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dougal2
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Re: Blendigo (for Blender 2.6x) 3.2.6.0

Post by dougal2 » Tue Apr 10, 2012 1:12 am

When particle instances are used with Blackbody emitters, efficacy scale is ignored, leading to extremely bright lights.
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.

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Re: Blendigo (for Blender 2.6x) 3.2.6.0

Post by Silmä » Thu Apr 12, 2012 2:31 am

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.
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CTZn
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Re: Blendigo (for Blender 2.6x) 3.2.6.0

Post by CTZn » Thu Apr 12, 2012 3:51 am

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.
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