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Strnage erro with blendigo
Posted: Sat Jun 14, 2008 11:54 am
by titor
Hello everyone.
I'm new to blender and to indigo which i find very powerful, and recently i started doing some tutorials found on this website.
Now i tried to do my own scene, and use blendigo it worked pretty fine until i get a strange error, maybe a noob error, but as forrest mom's would say " is stupid only the stupidity itself".
Here's my error :
"Scene must contain a source light"
the fact is that my scene do have a sun light.
Where's the mistake?
By the way excuse my english, I'm french
Posted: Sat Jun 14, 2008 12:22 pm
by aleksandera
Are your environment settings phisical sun+sky and is
the sun in the same layer you are rendering?
Posted: Sat Jun 14, 2008 12:46 pm
by SmartDen
another good reason to write a tutorial

Posted: Sat Jun 14, 2008 10:49 pm
by titor
Looks weird
It works now, but it appears that another problem is pointing out.
My scene is composed of three objects :
-a bottle
-two glasses
-a plan
It seems that the glass material of my bottle render well, but the glasses don't.
I used subsurface scattering as modifier for the glasses and for the bottle, but not sure i used it in blendigo, and how i to use it

Any idea ?
Posted: Sat Jun 14, 2008 11:07 pm
by aleksandera
In that case it would be easier for us if you post the render.
Posted: Sat Jun 14, 2008 11:09 pm
by Kram1032
+ screenshot of what you see in blender and blendigo

Posted: Mon Jun 16, 2008 9:28 pm
by titor
Sorry guys and girls, i haven't been at home for a while, and didn't have the time to post what you asked for.
So for now i'm in paris not at home i'll be able to post only after the 18th.
I read this post
http://www.indigorenderer.com/joomla/fo ... php?t=4382 and thought it could be helpful.
This is the render i got with indigo 0.5 :

and this is what i got with blendigo :
Thanks for your help
Posted: Tue Jun 17, 2008 8:58 am
by aleksandera
Well that's the most frequent one.
Check your normals!
Do they point outside?
Posted: Tue Jun 17, 2008 9:23 am
by Kram1032
I see...
you need to subdivide your mesh further. It's extremely edgy!
In 0.5, Normal Smoothing was temporarily disabled if I remember correctly, so the smoothness of the mesh wasn't that important.
Use the subsurf modifier
