blendigo SW 1.1.10 (Beta)

Announcements, requests and support regarding the Blender Indigo export script
Big Fan
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Post by Big Fan » Mon Oct 27, 2008 4:35 pm

um yeah sorry if that wasn't clear

the preview .xml I provided are uv mapped this time and updated for the in-script preview display - although probably not unwrapped so well as they should be :roll:

if you have the stuff from posting of the previous version just substitute them as @dmn says :)

in retrospect to preview emissive materials properly I could have done another preview scene of a plane (for IES) editted to have only very weak scene lighting so that the emissive material exported to be previewed is predominant.

Edit:
@dmn
I'm not exactly sure what you mean.
You only need to create/have a texture if you are using it.

Just try the process out on a new blender material - :wink:
without doing anything else select a bump and a disp square button and hit 'populate'
if you look in the blender buttons window you will see the 2 text slots of the right types made for you in their correct places for the script to reference
one is called 'bump' and the other 'displacement'
go to the tex panel and in each case load the name of the uv tex you used with your unwrap
then hit 'update' in the script
all the name fields in the script will be filled in
thats it! nothing else to do or change

to remove a tex completely uncheck the square and hit populate again - gone!

to temporarily disable one only uncheck the square next to it

if you want only to update the tex name fields you have loaded use update without messing with the squares

you can still load a tex name by the file selector button if you wish but it will not be propogated back to the blender load field

essentially what ever is in the script tex name field will be used for export purposes

HTH

Gog
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Post by Gog » Tue Oct 28, 2008 10:07 pm

Sorry this is bit of a dumb question, I've been using the Blendigo stream of exporters, what is the difference between blendigo and blendigo SW? I remember that the SW branched off, but for the life of me I can't remember why :oops:

Big Fan
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Post by Big Fan » Wed Oct 29, 2008 5:16 am

its made for my Solidworks use hence the button at the top.
its based on an older version of blendigo.
as such it has some limitations re memory use and it is a bit inefficient
also it has the extra burden of more UI fluff/refinement depending on how you view it. :wink:

it is here for people to play with in the absence of an up to date official blendigo series script ATM so that people can test ono's code and the new features...and also it is here to keep the ball rolling and interest for the blender community. 8)

the last blendigo official availaible is still is still pretty much early 1.1 but I understand smartden is working on a big update.
I keep hoping that arrives soon. I keep waiting for news of progress. :roll:

blendigo SW is pretty well up to date in regard of new featrures despite the other shortcomings
this 1.1.3 update is not intended to be part of an ongoing service its really just so people trying to use the script I shared recently have some important bugs fixed that I know about.
I dont like to think they are struggling with something thats broken. :oops:

besides being up to date it only differs from blendigo primarily in the way uv sets are handled in the UI and some other small details to do with DOF.
the script also tries out ideas for integrating 'emissive materials' into the script UI. :idea:

because it is a small 'private' branch I would suggest only experienced users who are keeping up with ono's latest test versions play with it.
other users should wait until smartden publishes a new version of blendigo and newbies should probably use 1.09 stable :)

HTH
BF
Last edited by Big Fan on Wed Oct 29, 2008 5:49 am, edited 3 times in total.

Gog
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Post by Gog » Wed Oct 29, 2008 5:22 am

Thanks for the reminder, I asked because I was pondering whether to download or wait for SmartDen's next update in the main stream.

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Jambert
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Post by Jambert » Wed Oct 29, 2008 7:50 am

Hi all, does somebody know when there will be a new blendigo, I don't realy understand layers and shaders :oops:

And it looks very exiting...

:D

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SmartDen
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Post by SmartDen » Wed Oct 29, 2008 8:29 am

soon. maybe tomorrow
Check normals, dude!

Image
Image

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Borgleader
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Post by Borgleader » Wed Oct 29, 2008 8:39 am

SmartDen wrote:soon. maybe tomorrow
:shock: WE LOVE YOU SMARTDEN!!!! :D :D :D
benn hired a mercenary to kill my sig...

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Pinko5
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Post by Pinko5 » Wed Oct 29, 2008 10:57 am

WWWOOOOWWWW Smart we waiting Blendigo for a long time...quote Borgleader 8)
Luca ;)

Big Fan
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Post by Big Fan » Wed Oct 29, 2008 4:40 pm

yeah well true, in fact way back Jun12 since 1.1.5 was out =4.5 months or so and even then it was only partly up to date

better be a good update after this time :P no cut and paste of code allowed either :wink:

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Jambert
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Post by Jambert » Wed Oct 29, 2008 6:49 pm

SmartDen

Very good news :D thx

Gog
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Post by Gog » Wed Oct 29, 2008 10:36 pm

Must say I look forward to a new copy of blendigo, and a big thanks to both SmartDen and Big Fan for all the hard work you guys do on this.

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Pinko5
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Post by Pinko5 » Wed Oct 29, 2008 11:29 pm

Naturally the hard work of both let us to try this wonderfull render engine...
Tnx to all.
Luca. ;)


PS: Why dont you collaborate together to make one exporter with better tools of both

Big Fan
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Post by Big Fan » Thu Oct 30, 2008 4:41 pm

>collaborate

Sorry I won't be doing any more updates of my script version after this 1.1 series ends - even for myself.
What I have now is good enough for my Solidworks purposes.
Besides which I am not so interested in the shaders that ono wants to pursue
I also have other priorities for my limited spare time.

dmn
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Post by dmn » Thu Oct 30, 2008 5:47 pm

Thanks Big Fan for sharing your script with us then 8)

Big Fan
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Post by Big Fan » Sat Nov 01, 2008 3:59 pm

BTW another aspect to this is that Blender 2.50 work has begun.
This will be a sustantial overhaul that could be very helpful for a better Indigo/Blender workflow.
There will probably be a number of UI improvements intertwined with python and it seems likely a renderer API will happen too so in fact it may be a good time to stop this particular line of script development or general exporter approach.
I would not actually want to spend too much time moving forward into the the 1.2.x series without being aware of where Blender is going or indeed where Indigo is likely to go.
It may be a good time to completely overhaul many aspects of the script and interface or even abandon a script in favour of a plug-in.
Already I know someone is looking at easy incorporation of icons in scripts although I am not sure where this fits in with the 2.50 initiative.
I have mentioned to the person about a native support for zoom and scroll for the scripts window as well but I really dont know what is being considered in Blender 'head office' for the 2.50 refactor to say how things might pan out for a Blendigo in the future
Python 3.0 is going to be a little different too but as far as I can tell the impact on blender Python and scripts is not too great.
A wait and see approach may be best at this time but all said and done I wont be doing any more updates. For me it is a convenient place to leave it.
regards
BF

EDIT: you out there @JeffR?
I was wondering what the state of the SW API exporter for Indigo is?

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