Blenderheads! New Blendigo GUI.
Re: Blenderheads! New Blendigo GUI.
Indigo already does 2) and 3).
- Doug Armand
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- Joined: Fri May 16, 2008 5:49 pm
- Location: London UK
Re: Blenderheads! New Blendigo GUI.
Yep it looks like your wrongpsor wrote: Dunno maybe I'm wrong, ...![]()
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Doug
Doug Armand
Doug Armand
Re: Blenderheads! New Blendigo GUI.



#2 Isn't it that the igi's are saved where the renderings are saved too? There is no option to save it at another place.
#3 This isn't covered in the tech. manual either, is it?!
Thanks for quick input Nick!

take care
psor
"The sleeper must awaken"
Re: Blenderheads! New Blendigo GUI.
-igio option tells indigo path to save IGI to.
You're correct about background rotation, background material setting and rotation is not documented. Oops
You're correct about background rotation, background material setting and rotation is not documented. Oops

Re: Blenderheads! New Blendigo GUI.
Would be extremely helpful.. any news on if this is coming or not?psor wrote: 1. Ability to use both Sun and environment map.
Re: Blenderheads! New Blendigo GUI.
Well, I've (re) added to TODO list, and since it's so commonly requested, I'll try and find time to work on it soon.Godzilla wrote:Would be extremely helpful.. any news on if this is coming or not?psor wrote: 1. Ability to use both Sun and environment map.
Re: Blenderheads! New Blendigo GUI.
Super awesomeOnoSendai wrote:Well, I've (re) added to TODO list, and since it's so commonly requested, I'll try and find time to work on it soon.

polygonmanufaktur.de
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Re: Blenderheads! New Blendigo GUI.
Is it possible to add the option of using a texture as an emit color along with a gain value? That would be reeeeallll niiiice. You can already do it in the material editor but it'd be great to do it right from Blender.
Re: Blenderheads! New Blendigo GUI.
Hi Ben,
Could you add master / slave button existing in old blendigo, was usefull.
Maybe you could have a look too to animation rendering master / slave, network doen't work with animation export.
thx
Could you add master / slave button existing in old blendigo, was usefull.
Maybe you could have a look too to animation rendering master / slave, network doen't work with animation export.
thx
-
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- Joined: Wed Jul 12, 2006 5:26 pm
Re: Blenderheads! New Blendigo GUI.
Hi benn,
Nice update.
I didn't spent much time on testing the script and I may repeat some already stated comments, if so sorry for that.
I think you should spend some more time on compacting the buttons and fields on the screen, I often had to scroll, many fields could be placed horizontaly instead of one under the other.
1. Where is the world scale in the environment tab, this is very useful and even required when playing with DOF.
2. The subdivisions values for displacement seem to be stored in the scene.properties, I would store them in the object properties.
3. Would be very nice to export particules, at least when using objects as particules, they could be exported as instances, I made some tests and it seems to work.
4. It would be really useful to link the lens shift values with the blender values, it is really easier to set them visually using the blender interface but copying the blender values in the indigo interface did not produce the expected result.
5. As said by Jambert, master/slave button would help.
6. Priority value (Normal, Belownormal, ...) for windows and Nice value for Linux to control the execution priority.
Thanks
Will be back if I have other suggestions.
Nice update.
I didn't spent much time on testing the script and I may repeat some already stated comments, if so sorry for that.
I think you should spend some more time on compacting the buttons and fields on the screen, I often had to scroll, many fields could be placed horizontaly instead of one under the other.
1. Where is the world scale in the environment tab, this is very useful and even required when playing with DOF.
2. The subdivisions values for displacement seem to be stored in the scene.properties, I would store them in the object properties.
3. Would be very nice to export particules, at least when using objects as particules, they could be exported as instances, I made some tests and it seems to work.
4. It would be really useful to link the lens shift values with the blender values, it is really easier to set them visually using the blender interface but copying the blender values in the indigo interface did not produce the expected result.
5. As said by Jambert, master/slave button would help.
6. Priority value (Normal, Belownormal, ...) for windows and Nice value for Linux to control the execution priority.
Thanks
Will be back if I have other suggestions.
Re: Blenderheads! New Blendigo GUI.
Testing Blendigo 2.2.2 right now.
The section "Light Emission" in the material editor does not provide a way to define a blackbody temperature anymore. It also seems to lack a few other options that are present in 2.2.1
Working with Blendigo 2.2.1 and looking at the actual IGS file that is generated I can see that the blackbody temperature is applied to the mesh and not to the material, so I guess it would be wrong to place that (and other) option(s) in the material editor ?
Also the color picker does not seem to work. I can use the sliders to change the color, but when I choose a color in the color picker window and move the mouse out of it the picked color flickers up very briefly and then returns to white.
The section "Light Emission" in the material editor does not provide a way to define a blackbody temperature anymore. It also seems to lack a few other options that are present in 2.2.1
Working with Blendigo 2.2.1 and looking at the actual IGS file that is generated I can see that the blackbody temperature is applied to the mesh and not to the material, so I guess it would be wrong to place that (and other) option(s) in the material editor ?
Also the color picker does not seem to work. I can use the sliders to change the color, but when I choose a color in the color picker window and move the mouse out of it the picked color flickers up very briefly and then returns to white.
Re: Blenderheads! New Blendigo GUI.
Got another one.
Enabling/Disabling IES profile does not work as expected. To be precise, you can enable it and
<emission_scale>
..
..
</emission_scale>
will be written into the igs file. Then when you enable and select an IES profile
the above will be replaced with:
<ies_profile>
..
..
</ies_profile>
And the selected IES profile is applied to your emitter. So far so good.
However, when you disable the IES profile again, the process is not reversed and the lamp simply turns black!
Reenabling the IES profile will apply it again and your lamp shines in all it's glory.
This works in Blendigo 2.2.1.
One could, of course, argue why anyone would disable an IES profile. As a relative Indigo noob I was simply playing around and the described behaviour was , say puzzling at the last. Of course it had a nice educational value. I am much more familiar what the actual output of Blendigo is and can tweak things in the IGS file directly
Enabling/Disabling IES profile does not work as expected. To be precise, you can enable it and
<emission_scale>
..
..
</emission_scale>
will be written into the igs file. Then when you enable and select an IES profile
the above will be replaced with:
<ies_profile>
..
..
</ies_profile>
And the selected IES profile is applied to your emitter. So far so good.
However, when you disable the IES profile again, the process is not reversed and the lamp simply turns black!
Reenabling the IES profile will apply it again and your lamp shines in all it's glory.
This works in Blendigo 2.2.1.
One could, of course, argue why anyone would disable an IES profile. As a relative Indigo noob I was simply playing around and the described behaviour was , say puzzling at the last. Of course it had a nice educational value. I am much more familiar what the actual output of Blendigo is and can tweak things in the IGS file directly

iMac 2.93 GHz Quad Core i7. 12 GB memory
ATI Radeon HD 5750M 1024 MB
OS X 10.10.3 Yosemite
Blender 2.72, Blendigo 3.8.25, Indigo 3.8.26
Trippy Lighting LLC - Colorful LED lighting systems
High Power RGB LED driver - Blog
ATI Radeon HD 5750M 1024 MB
OS X 10.10.3 Yosemite
Blender 2.72, Blendigo 3.8.25, Indigo 3.8.26
Trippy Lighting LLC - Colorful LED lighting systems
High Power RGB LED driver - Blog
- Doug Armand
- Posts: 1038
- Joined: Fri May 16, 2008 5:49 pm
- Location: London UK
Re: Blenderheads! New Blendigo GUI.
Yes it does but not if you load the .igs file from the Indigo GUI - which is the way I do network renders atm. I'll see if I can do network renders a different way - we could do with a network render button in Belndigopsor wrote:![]()
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#2 Isn't it that the igi's are saved where the renderings are saved too? There is no option to save it at another place.

Doug
Doug Armand
Doug Armand
Re: Blenderheads! New Blendigo GUI.
A few bugs i've noticed with Blendigo over the past months, would be nice if they were fixed before the new version is released?
- When you change the camera resolution settings in Blendigo, the camera is updated in the viewport and in blender, but when you update the camera resolution settings in Blender, the view port is updated, but not blendigo.
- When exporting a scene, and disabling 'Default .IGS' and 'Auto-run', it exports several files instead of just one .igs files.. this is something that has only started happening in recent builds, I don't remember it happening in 1.0 versions or early 2.0 versions..
- Limits on settings, such as 'Save Period' and Env Map Gain are annoying.. The maximum Save period is limited to every 10000 seconds (About 3 Hours), but sometimes I don't want to auto-save at all, so I edit the .IGS file and make the auto-save period some impossibly high number, so that it will never auto-save (at least in my lifetime).. And as for the Env Map Gain limitation (10000), well, that just seems silly to me. For me, when it is set at 10000, it is still quite dark, and I need to adjust the light layer gain in Indigo. Both of these issues (I'm sure there are more, I just can't recall any right now) are things that you should be able to do easily in Blendigo, but instead have to be done in external programs after the scene is exported.
- It would be nice if while Blendigo is exporting the scene, it would identify UV name mis-matches, and give you an 'Export Failed' error message or something, instead of having to open the scene up in Indigo just to find out that one UV's name doesn't match the mesh it is linked to (Especially annoying with large/ high-res scenes) ,Because we all forget to change the UVset in Blendigo or Blender once in a while
.
I'll try to think of more

- When you change the camera resolution settings in Blendigo, the camera is updated in the viewport and in blender, but when you update the camera resolution settings in Blender, the view port is updated, but not blendigo.
- When exporting a scene, and disabling 'Default .IGS' and 'Auto-run', it exports several files instead of just one .igs files.. this is something that has only started happening in recent builds, I don't remember it happening in 1.0 versions or early 2.0 versions..
- Limits on settings, such as 'Save Period' and Env Map Gain are annoying.. The maximum Save period is limited to every 10000 seconds (About 3 Hours), but sometimes I don't want to auto-save at all, so I edit the .IGS file and make the auto-save period some impossibly high number, so that it will never auto-save (at least in my lifetime).. And as for the Env Map Gain limitation (10000), well, that just seems silly to me. For me, when it is set at 10000, it is still quite dark, and I need to adjust the light layer gain in Indigo. Both of these issues (I'm sure there are more, I just can't recall any right now) are things that you should be able to do easily in Blendigo, but instead have to be done in external programs after the scene is exported.
- It would be nice if while Blendigo is exporting the scene, it would identify UV name mis-matches, and give you an 'Export Failed' error message or something, instead of having to open the scene up in Indigo just to find out that one UV's name doesn't match the mesh it is linked to (Especially annoying with large/ high-res scenes) ,Because we all forget to change the UVset in Blendigo or Blender once in a while

I'll try to think of more

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