DEV-thread - Blendigo v0.7 - material-editor-exporter
Hi BIGFAN,
Good work
Thx you very much
Also thx for already porting mat-conversion (so i've less to do
)
1 small possible bug in "exportMaterial": you can't use the global variable matMediumType inside there as it's only represents the currently displayed material and not that one you export. You need to retrive the material medium type through "readValue". A local variable with the same name should fix it:
Edit: I think we had once decided that the absorption color picker should look inverted. Because the colors you absorb inside medium you can't see from outside (the object will look color-inverted). So that users can imagine how the object will look, we should invert the absorption color picker (but not the abs-sliders, this represents the correct values that also goes to xml. Only the picker color field should be inverted) IMO
or perhaps user-opinions have changed since through experiences ???

Good work
Also thx for already porting mat-conversion (so i've less to do
1 small possible bug in "exportMaterial": you can't use the global variable matMediumType inside there as it's only represents the currently displayed material and not that one you export. You need to retrive the material medium type through "readValue". A local variable with the same name should fix it:
Code: Select all
# SSS redone by BF for phase function and skin
matMediumType = readValue(d, 'medium.type', 1)
if (matType >= 0) and (matType != mInclude):
if (matType == 2) and (matMediumType == 1):
After the great job of Big Fan i have added some changes into Blendigo.
1. You can use the relative path now, but it must be enabled in fileselector
2. I have scaled down the environment map gain. It is possible now to use the map with combination with a meshlight
Hope you like it and it works fine
EDIT: reposted with correct registration name
EDIT: reposted with corrected absorption color export
1. You can use the relative path now, but it must be enabled in fileselector
2. I have scaled down the environment map gain. It is possible now to use the map with combination with a meshlight
Hope you like it and it works fine
EDIT: reposted with correct registration name
EDIT: reposted with corrected absorption color export
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- blendigo_v0.8t2_beta_1c.zip
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Last edited by SmartDen on Mon May 07, 2007 12:03 am, edited 1 time in total.
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mrCarnivore
- Posts: 517
- Joined: Sun Mar 04, 2007 6:20 am
- Location: Stuttgart, Germany
I've found and corrected the bug. Download my last versionmrCarnivore wrote:Absorbtion is exported wrong (settings are ignored and simply 20 20 20 is exported for absorbtion values) in blendigo 0.8t2beta1c (and all other blendigo 0.8 exporters afaik)
I'm using absorbtion in combination with sss if it helps.
Pls fix it! Thx.
Milk Plastic Material
I'm not too sure where to ask this, but I'm putting it here, because I'm using v0.7t7 beta 2c of Blendigo.
What I want to achieve is a semi-translucent milky plastic material. The material is much the same as the plastic used in miniature architecture models. It's translucent enough to let light pass through it, but not enough to see through. I liken it to the properties of milk, but in solid form.
Anyone know what I mean or have done this before? I'm using Indigo's latest stable release (version 7)
Much appreciation for any help in this regard.
What I want to achieve is a semi-translucent milky plastic material. The material is much the same as the plastic used in miniature architecture models. It's translucent enough to let light pass through it, but not enough to see through. I liken it to the properties of milk, but in solid form.
Anyone know what I mean or have done this before? I'm using Indigo's latest stable release (version 7)
Much appreciation for any help in this regard.
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mrCarnivore
- Posts: 517
- Joined: Sun Mar 04, 2007 6:20 am
- Location: Stuttgart, Germany
I checked code but there's still a big mix between "matRGB" and "matAbs", i'am not sure if this works correctly like this in every case. I suppose it's better realy recheck/rewrite the diffuse-color and specular-absorption stuff.
Before both values used the same base "matRGB" with the advantage, when swaped between diffuse and specular material type, the colors for both was the same. I think BigFan splited this two colors and created a new "matAbs" for absorption color. At this moment it seems he missed small thing somewhere in code. Now last version seems to reuse "matRGB" again for absorption-color but not in every place, so there's a big mix now. We need to decide if we want two different color sets for diffuse and absorption-color or not

Before both values used the same base "matRGB" with the advantage, when swaped between diffuse and specular material type, the colors for both was the same. I think BigFan splited this two colors and created a new "matAbs" for absorption color. At this moment it seems he missed small thing somewhere in code. Now last version seems to reuse "matRGB" again for absorption-color but not in every place, so there's a big mix now. We need to decide if we want two different color sets for diffuse and absorption-color or not
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