Blendigo 3.6.10.0

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fused
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Blendigo 3.6.10.0

Post by fused » Fri Apr 12, 2013 5:12 am

Blendigo (for Blender 2.64 + ) 3.6.10.0



ALL PLATFORMS: http://www.indigorenderer.com/dist/expo ... 6.10.0.zip

WINDOWS INSTALLER: http://www.indigorenderer.com/dist/expo ... taller.exe

Changes in this release:

3.6.10.0
-------
* Added Transmittance channel to double-sided thin material.
* Hemi lamp now supports both Spherical and Spherical Environment types.


NOTE: This exporter REQUIRES Blender version 2.64 or newer

It also requires Indigo 3.6.10 or newer to be installed.

MANUAL INSTALLATION

Unzip the archive. Move the extracted indigo folder into your Blender addons folder.
You should end up with <blender scripts>/addons/indigo/

Run Blender 2.6, go into User Preferences/Addons, and find the Render section. Locate the Blendigo entry
and enable the addon by clicking the little checkbox on the right.

INSTALLATION VIA BLENDER

Run Blender 2.6, go into User Preferences/Addons. Click the "Install Addon" button and choose the blendigo-2.6-3.6.10.0.zip file. The addon will be installed and shown to you, ready for activation.

If you are upgrading, be sure to choose the "Overwrite" option when selecting the .zip file.

You can easily check the installed version in the Addons panel. After upgrading/replacing I would strongly recommend restarting blender.


KNOWN BUGS
When motion blur is enabled, objects with keyframes whose parents also have keyframes may have incorrect transformations in Indigo.
The workaround for this is to disable motion blur for the scene. This can be disabled by unchecking the 'Motion Blur' checkbox in the Render settings tab in Blender, in the 'Indigo Render Engine Settings' section.

StompinTom
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Re: Blendigo 3.6.10.0

Post by StompinTom » Fri Apr 12, 2013 7:03 am

Thank you!

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Re: Blendigo 3.6.10.0

Post by William » Wed May 08, 2013 11:12 pm

Still struggling with this exporter for testing indigo, wish it would just work, constantly seeking solid rendering solutions.

I'm trying to open old scene not made with indigo, haven't touched any materials.

Code: Select all

Scene parsing error: Error while parsing coating material: No such material defined ''.  (In element 'coating', around line 196, column 9)
Indigo version: Indigo Renderer v3.6.12, Windows 64-bit build.
No metadata.
Any ideas?

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Headroom
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Blendigo 3.6.10.0

Post by Headroom » Thu May 09, 2013 4:13 am

Care to share the scene ?
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

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William
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Re: Blendigo 3.6.10.0

Post by William » Thu May 09, 2013 12:49 pm

I can't unfortunately, it has client design and also bought models in it.

I'll try to narrow it down.

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Re: Blendigo 3.6.10.0

Post by Headroom » Thu May 09, 2013 1:05 pm

@fused
You are mentioning the manual installation method in the starting post, however as I've explained in my little tutorial here http://www.indigorenderer.com/forum/vie ... 1&start=17, moving files manually - while resulting in a functional installation of the script - is not the best method and should only be attempted if the other's don't work.

@William
Actually re-rendering an old scene I would most definitely delete everything that has to do with material except UV maps and image based textures that have been created for use in Blender internal, as these can be reused. Most everything else will have to be redone reusing the Blendigo plugin anyway.
Trying to reuse an older scene that was generated for a different renderer and hoping to get a rendering out of it "without touching the materials" is not going to result in rendering useable for a client anyway. Blendigo is a very solid exporter, however, I'd like to respectfully suggest that your methodology in this case is not the most solid ;-)

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Re: Blendigo 3.6.10.0

Post by William » Thu May 09, 2013 1:16 pm

Headroom wrote: Trying to reuse an older scene that was generated for a different renderer and hoping to get a rendering out of it "without touching the materials" is not going to result in rendering useable for a client anyway. Blendigo is a very solid exporter, however, I'd like to respectfully suggest that your methodology in this case is not the most solid ;-)
Haha of course not, but the idea at this case is seeing the performance with the geometry of a real scene and then build from there, other engines/s have not passed the requirement so I didn't look at the materials further (too slow to bother creating proper materials for).
I was sort of expecting all the materials to just come out as plain white matte material but soemthing made it spit the scene out.

Probably I fiddled with one of my models in indigo and now that is linked to this scene, it sounds like a coating material with no base material but which one....mmmm

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Headroom
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Re: Blendigo 3.6.10.0

Post by Headroom » Thu May 09, 2013 1:39 pm

That does make sense. I agree if you have models linked to the Blender file, having to delete the materials in these linked files would be a pain.

The error message is not particularly helpful in this case (and boy, have we complained that in the past ;-) ) as it refers to the file exported by Blendigo.
You can, however, open these *.igs files with any text editor as they are text/xml files and then navigate to the line number mentioned in the error message and possibly find in the structure which mesh/object the material in question belongs to.

The exported file is located in the "output" folder you have defined in Blender with the file extension *.igs and your Blender file and scenes name.

BTW, if you are testing export speed than there are several features that Blendigo offers that help.
One is a selfexplanatory check button for "Skip existing meshes". That won't help you the first time but....
Blender particle objects, for grass, or carpets, etc. are exported as instances so the export is quick and memory consumption is very low.
Blender's ALT-D linked copy is also instanced.
You can also define proxy objects (I have never not used this feature yet) , e.g. for trees etc. so during scene creation viewport performance does not take a hit and naturally the referenced high poly meshes don't have to be exported.

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Re: Blendigo 3.6.10.0

Post by William » Thu May 09, 2013 1:55 pm

Ah thanks, there was indeed a material with coating and no base. works now.


Btw 'skip writing existing meshes' does not seem to work. It complains that Mesh object has no attribute 'faces'

I think it should be looking for mesh.tessfaces instead;
http://lists.blender.org/pipermail/bf-p ... 05837.html

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Re: Blendigo 3.6.10.0

Post by Headroom » Thu May 09, 2013 2:00 pm

That does look like a bug. Does not even work with three fresh cubes!

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Re: Blendigo 3.6.10.0

Post by CTZn » Fri May 10, 2013 12:22 am

Headroom wrote:That does look like a bug. Does not even work with three fresh cubes!
linked page wrote:One breaking change is that mesh.faces is now called mesh.tessfaces
obsolete asset

FakeShamus
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Re: Blendigo 3.6.10.0

Post by FakeShamus » Fri May 10, 2013 12:25 am

I can confirm "skip existing meshes" seems to be broken. I used to use that a lot, very helpful for speeding up export.

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Re: Blendigo 3.6.10.0

Post by OnoSendai » Fri May 10, 2013 12:47 am

FakeShamus wrote:I can confirm "skip existing meshes" seems to be broken. I used to use that a lot, very helpful for speeding up export.
Ok, we'll look into that.

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Re: Blendigo 3.6.10.0

Post by ENSLAVER » Fri May 10, 2013 9:34 pm

Do light layers only effect the power of the light, rather than changing the actual layer value in indigo?

New to Blender, it's a lot to take in :D

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Re: Blendigo 3.6.10.0

Post by pixie » Sat May 11, 2013 12:15 am

FakeShamus wrote:I can confirm "skip existing meshes" seems to be broken. I used to use that a lot, very helpful for speeding up export.
I would kill for such feature in Indigo for Cinema 4D!!!

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