DEV-thread - Blendigo v0.7 - material-editor-exporter

Announcements, requests and support regarding the Blender Indigo export script
Big Fan
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Post by Big Fan » Fri May 04, 2007 11:38 am

edited to remove all
Last edited by Big Fan on Mon May 07, 2007 12:36 am, edited 1 time in total.

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tungee
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Post by tungee » Fri May 04, 2007 5:48 pm

hi big fan how about an alternativedof slider?
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Big Fan
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Post by Big Fan » Sat May 05, 2007 3:01 am

edited to remove all
Last edited by Big Fan on Mon May 07, 2007 12:35 am, edited 3 times in total.

zuegs
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Post by zuegs » Sat May 05, 2007 8:12 pm

Hi BIGFAN,
Good work :!: Thx you very much :D
Also thx for already porting mat-conversion (so i've less to do :lol: )

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):
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 :roll: or perhaps user-opinions have changed since through experiences ??? :shock: :wink:

Big Fan
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Post by Big Fan » Sat May 05, 2007 10:34 pm

edited to remove all
Last edited by Big Fan on Mon May 07, 2007 12:34 am, edited 1 time in total.

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SmartDen
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Post by SmartDen » Sat May 05, 2007 11:57 pm

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 :oops:
Attachments
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.

mrCarnivore
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Post by mrCarnivore » Sun May 06, 2007 10:34 pm

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.

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SmartDen
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Post by SmartDen » Sun May 06, 2007 11:07 pm

Please post your settings and the exporting result. It seems to work fine for me...

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SmartDen
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Post by SmartDen » Mon May 07, 2007 12:09 am

mrCarnivore 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.
I've found and corrected the bug. Download my last version

rizzo
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Milk Plastic Material

Post by rizzo » Mon May 07, 2007 4:40 am

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.

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Kram1032
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Post by Kram1032 » Mon May 07, 2007 4:42 am

use simple glass mat, but with glossy transparent and put the exponent to beyond 50...

rizzo
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Post by rizzo » Mon May 07, 2007 5:31 am

I started out with that same concept, but I tested the material in the Blendigo material editor and it rendered black... :(

Many thanks, though.

BTW, I thought SSS was integral into this type of material?

mrCarnivore
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Post by mrCarnivore » Mon May 07, 2007 5:46 am

Absorbtion works, but the gain is not saved and set to 100 even if there was another value first...

Also the absorbtion values are inverted during display (0.98 instead of 0.02)...

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Kram1032
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Post by Kram1032 » Mon May 07, 2007 6:24 am

SSS IS integral. but you don't really need it in that case...
It shouldn't turn out black, except extreme energy loss...

zuegs
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Post by zuegs » Mon May 07, 2007 8:30 am

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 :?: :twisted: :wink:

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