DEV-thread - Blendigo v0.7 - material-editor-exporter
Yes. 
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com
http://thebigdavec.googlepages.com
SMALL UPDATE to v0.7t7 beta1d
- added exponent for unform SSS value
- F-Stop accepts float values
- support for array modifier (seems to work already
)
- add world dimension factor (for Kram1032)
@BigFan: nice colors... i can try to take it over if you have added some keyword comment to the changed lines (like: # BigFan)
- added exponent for unform SSS value
- F-Stop accepts float values
- support for array modifier (seems to work already
- add world dimension factor (for Kram1032)
@BigFan: nice colors... i can try to take it over if you have added some keyword comment to the changed lines (like: # BigFan)
thanks 
Great!
btw: maybe, you can extract the GUI- part only and make it easy to recolour the them yourself...
Then, you also (may) could add an "appearacne" tab with three options:
"zuegs" "BigFan" "Blendersettings"
and a forth one: "load your own"
It wont be very important and is about the last thing that's needed. Just an idea, for glamour and luxury xD
How hard is such a thing?
How boring is it?
And hjow much would it increase the size?
I guess... one's enough, but as there already are two, now...
Great!
btw: maybe, you can extract the GUI- part only and make it easy to recolour the them yourself...
Then, you also (may) could add an "appearacne" tab with three options:
"zuegs" "BigFan" "Blendersettings"
and a forth one: "load your own"
It wont be very important and is about the last thing that's needed. Just an idea, for glamour and luxury xD
How hard is such a thing?
How boring is it?
And hjow much would it increase the size?
I guess... one's enough, but as there already are two, now...
Are you sure the colours in big fan's screen shot aren't just based on his blender theme?
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com
http://thebigdavec.googlepages.com
Hi Zuegs, I think your post above is to me right?zuegs wrote:@kram:
you perfectly described the Number problem in your post. Currently we have some small workarounds for this in Blendigo. All RGB values has an additional "gain" multiplier (also SSS) and in some other places we have a additional exponent Number Box (ex linear tonemapping has a value and a exponent Number which results in =value*10^exponent).
I like your nice ideaabout using text boxes to enter numbers... just the validation after input would give some extra code
but not to much i think
Using text boxes for numbers is not my idea, this was used in 6t6 beta 1 exporter. Over last three months or so, from reading this exporter and working on it, I understand why it is designed the way it is. The text boxes used with error checking are in place for tonemapping settings. (for decimal place accuracy) It is fairly easy to use these boxes and perform the error checking.
Also in 6t6 b1, is a function to create a boolean (true or false) value that is all lower case. This solves the boolean problem I also talked about.
It would be cleaner code for developers and clearer GUIs for users if the numbers limitation was solved.
Big Fan: The string boxes were used in the 6t6b1 exporter for the tonemapping settings. The same setup is used in the exporter updated by me. (which is based on the 6t6 b1 exporter) Not sure what Zuegs is using since I have not used this exporter yet. Opps, actually it looks like Zuegs explained this to me just above.Big Fan wrote:where is this number issue a practical limitation presently?
BTW I am working on a blendigo with more useful tooltips at the moment
Content contained in my posts is for informational purposes only and is used at your own risk.
It all works and looks very nice. Thanks, Big Fan. I've done the preview models and adjusted just a couple of lines in the script but I don't know about changing the version number. I guess that I'll wait to see what Zuegs says about it.
Basically, all of the preview files now use the same material name. So if anyone wants to make their own preview, they just need to make sure they call the material "previewmaterial" in blender, and when they change the xml, just include "previewmats.xml" where the preview material is declared.
I'll upload as soon as i know what version number i'm supposed to use
Basically, all of the preview files now use the same material name. So if anyone wants to make their own preview, they just need to make sure they call the material "previewmaterial" in blender, and when they change the xml, just include "previewmats.xml" where the preview material is declared.
I'll upload as soon as i know what version number i'm supposed to use
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com
http://thebigdavec.googlepages.com
Hi BigFan, hi DaveC
Thanks for your work and engagement, for new version, we can name it "v0.7t7 beta 2" i think.
I have just some small questions/hints on some changes:
- around line 1370... following lines should be swapped i think:
- can you explain me your change on line 1457, please (before i had "/ 2" there):
Thanks for your work and engagement, for new version, we can name it "v0.7t7 beta 2" i think.
I have just some small questions/hints on some changes:
- around line 1370... following lines should be swapped i think:
Code: Select all
file.write("\t</renderer_settings>\n\n")
file.write("\t\t<super_sample_factor>%s</super_sample_factor>\n" %(SuperSample.val)) # BIGFAN
Code: Select all
aperture_radius = focal_length / FStop.val * 5
Oups... Big Fan... you added a bug
around line 854: you changed to second argument of "readWriteMaterial" to 1 but this should stay 0 here. So it should look like:
around line 854: you changed to second argument of "readWriteMaterial" to 1 but this should stay 0 here. So it should look like:
Code: Select all
if evt == evtMatsMenu:
mats = Blender.Material.Get()
activeMaterial = mats[matsMenu.val-1]
readWriteMaterial(activeMaterial, 0)
-
KilamMalik
- Posts: 10
- Joined: Sat Apr 21, 2007 8:50 am
I have problems with Blendigo:
1) I map the materials that I have defined in Blender in the Blendigo exporter.
2) Go back to Blender and edit the scene. I remove an object that has material that was mapped in Blendigo.
3) Go to Blendigo exporter and get a python error:
I'm using Blendigo v0.7t7 beta1c, I have tried v0.7t5 beta3 too, but the same problem there.
Can anybody help?
Thanks.
1) I map the materials that I have defined in Blender in the Blendigo exporter.
2) Go back to Blender and edit the scene. I remove an object that has material that was mapped in Blendigo.
3) Go to Blendigo exporter and get a python error:
Code: Select all
----------------------
BLENDIGO v0.7t7 BETA 1
----------------------
Windows-platform: win32 os.sep: \
indigo path: C:\Programme\Indigo\indigo_07_test5\indigo.exe
Traceback (most recent call last):
File "<string>", line 2112, in event
File "<string>", line 813, in materialEvent
NameError: global name 'activeObjectMat0' is not definedCan anybody help?
Thanks.
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