Announcements, requests and support regarding the Blender Indigo export script
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zuegs
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by zuegs » Mon Feb 19, 2007 6:32 pm
I'am back from sleeping
@afecelis: i've never experienced such a problem. Could you try a simple scene with one or two objects and a meshlight.
@drBouvierLeduc: thanks to pointing this out.... will correct this soon
@F.ip2: there's a button called "preview" in the exporter

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SreckoM
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by SreckoM » Mon Feb 19, 2007 7:55 pm
Zuegs: This is FANTASTIC piece of code, I managed to work with a lot of export scripts for Blender and surely this is one of the best (idea and awork). Thanks dude this is gona to be giant step for indigo and blender communication.
Awesome work man!
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kepler
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by kepler » Mon Feb 19, 2007 8:48 pm
zuegs wrote:@kepler:
yes they should work both. I can't see any reason why they shouldn't. Could you describe more precisely (error msg, console output) what's going wrong?
I've donwloaded the last version of the script and now it works...
Sometimes is better not to investigate...

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kepler
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by kepler » Mon Feb 19, 2007 10:27 pm
Here is a material preview scene I just maked:
I've used a primitive sphere insead of a mesh, and a box with a grid texture; the files you need are
here (put them into the indigo directory and don't forget to backup the old
materialpreview.xml).
Hope you like it!
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zuegs
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by zuegs » Mon Feb 19, 2007 10:36 pm
Hi Kepler,
That's a great preview-scene, thanks!
I found a bug with blend-materials that the sub materials don't get exported... i try to fix this next

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neepneep

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by neepneep » Mon Feb 19, 2007 11:52 pm
afecelis wrote:@zuegs: all I'm getting after the warmup is a totally washed out white image

Do you know anything about this? (the png created is only 1k but the igi file is more taht 3 mb).
I think this is a bug in Indigo when using the RGB light-type for meshlights (?). Try change it to 'Blackbody' in the exporter and it should work - at least it did for me

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zuegs
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by zuegs » Tue Feb 20, 2007 2:32 am
Hi all,
i fixed a bug with blend materials and the "indigowrapper.conf" file should accept paths with spaces in it now. New download located in first post of this thread.
@afecelis: what tonemapping do you use? Could you upload a simple ".blend" scene? Is it as neepneep mentioned due to RGB-meshlight?
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afecelis
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by afecelis » Tue Feb 20, 2007 11:56 am
hi Zuegs, sorry for not replying any sooner. I was using reinhard tonemapping in my scene, but I just made a simple scene with a mesh emitter and I'm trying it out right now. BRB... mmm, with tonemapping set to "none" I'm getting a completely black image. Trying out reinhard..... totally white image. I'm posting the blender scene here:
http://www.danielpatton.com/afecelis/In ... digo.blend
If I try to preview a material in the scene, even if I change the option to phong or diffuse, etc, I always get this as preview image:
finally, if I select my mesh emitter material and select light from the material preview drop-down list, I get this error:
dunno if I'm doing something or wrong or not creating the materials properly

Meanwhile I can still use Wedge's script and edit the materials by hand in the xml
regards,
Alvaro
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
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afecelis
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by afecelis » Tue Feb 20, 2007 12:17 pm
ahhh, just remembered! mesh emitter's stuff changed. Exporter writes this:
Code: Select all
<spectrum>
<blackbody>
<temperature>5000</temperature>
<gain>1</gain>
</blackbody>
</spectrum>
<efficacy_scale>
<power_drawn>30</power_drawn>
<overall_luminous_efficacy>0.0</overall_luminous_efficacy>
</efficacy_scale>
and now you gotta set proper "efficacy_scale" and "power_drawn" values, like this:
Code: Select all
<spectrum>
<blackbody>
<temperature>6750</temperature>
<gain>1</gain>
</blackbody>
</spectrum>
<efficacy_scale>
<power_drawn>150</power_drawn>
<overall_luminous_efficacy>17.5</overall_luminous_efficacy>
</efficacy_scale>
According to the new light power system Ono posted:
http://www2.indigorenderer.com/joomla/f ... php?t=1154
here's the scene rendering fine after tweaking the code:
could emitter values be tweaked in the GUI prior to exporting?
regards,
Alvaro
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
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oodmb
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by oodmb » Tue Feb 20, 2007 2:02 pm
hey, the exporter is working great for me, only one problem, it might not actualy be a problem in fact... when i try to set the index of refraction for a medium, it is only letting me use one decimal place.
a shiny monkey is a happy monkey
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joegiampaoli
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by joegiampaoli » Tue Feb 20, 2007 2:08 pm
afecelis, what did you place inside the "Indigowrapper.conf" file for linux for it to work???
EDIT: and where exactly did you place "IndigoWrapper.conf" ?

Joe Giampaoli
Never tie a ship to a single anchor, nor life to a single hope
My Indigo Gallery
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afecelis
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by afecelis » Tue Feb 20, 2007 2:40 pm
heheh, no Joe, I'm trying this one out on windows as the Linux version is not ready yet
And I placed the .conf file in blender's "scripts\bpydata" folder so it should be working just as Indigo's 0.6beta4 exporter does.
Dunno if the path in the .conf file has a character it might not like:
"c:\indigo_07_test5" (no quotation marks, of course

)
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
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joegiampaoli
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by joegiampaoli » Tue Feb 20, 2007 2:43 pm
Joe Giampaoli
Never tie a ship to a single anchor, nor life to a single hope
My Indigo Gallery
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zuegs
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by zuegs » Tue Feb 20, 2007 8:08 pm
And again a UPDATE
Now exporter should handle non-uniform scaled objects! Hopefully the end of non-orthogonal matrix error
Note that non-uniform objects could not use instancing as they automatic export their own special-scaled mesh. So if you want use instancing ensure that you apply non-uniform-scaling directly to the blender-mesh (ctrl-a) and then all instances/objects have a uniform scaling.
Also I fixed nasty bug in the object rotation.
@afecelis:
thanks for the blender-scene. One thing i was wondering about is that you have setup only the blender-materials in your scene. But this exporter doesn't use anymore the blender-material-values to simulate indigo-materials. New you have to setup your materials inside the exporter-GUI, the blender-materials are only used as placeholder/name.
Btw the preview-button can't preview light-materials sorry.
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OnoSendai

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by OnoSendai » Tue Feb 20, 2007 9:03 pm
Hi Zuegs,
I think this is a good way of handling arbitrary 4x4 blender matrices.
I'll look into allowing arbitrary 4x4 matrices for indigo transforms.
If anyone's interested as to why Indigo doesn't allow this currently, it's because it's a bit of a hassle because it means the normals and PDFs transform in some slightly odd ways.
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