https://github.com/glaretechnologies/blendigo
Pull requests welcome

Code: Select all
properties = [
# Master material type
{
'type': 'enum',
'attr': 'type',
'name': 'Material Type',
'description': 'Indigo Material Type',
'default': 'diffuse',
'items': [
('diffuse', 'Diffuse', 'diffuse'),
('phong', 'Phong', 'phong'),
('coating', 'Coating', 'coating'),
('doublesidedthin', 'DoubleSidedThin', 'doublesidedthin'),
('specular', 'Specular', 'specular'),
('blended', 'Blended', 'blended'),
('external', 'External', 'external'),
('null', 'Null', 'null')
]
},
]
As far as i can see the Blendigo follows very straight the Blender API / Design Pattern for modules/add-ons. Maybe it is a little bit outdated and some code cleanup is necessary... but not really difficult.Headroom wrote:I patched FakeShamus fix into Blendigo and have attached it to this post.
In general I've come to the conclusion that Blendigo would benefit from some internal overhaul.
When you look at a scene file (.igs) that Indigo itself creates you can see that Indigo works with ID numbers, so most elements have a unique ID that can be referenced. As such Indigo's own output is not so reliant on the order in which the scenes elements are created because it can use these IDs to connect the things that need to be connected.
Blendigo on the other hand relies strictly on the sequence in which things are created in and that makes it difficult to add things to the code because you have to shuffle code around not only in one part but sometimes in several.
Oren-Nayar and Diffuse Transmitter materials are already implemented.zurkdahool wrote:Thank you for the link. For me is python not the problem but i have to dive into the blender API and the indigio documentation which consumes some time.
I will see what i can contribute next to blendigo. Maybe it is a good idea to implement some other missing materials (oren-nayar, diffuse transimtter) and to clean the code a little bit?! i don't know
At the moment it is not easy for me to find out what is missing. someone have list (beside of node support) of features which are missing? this would help a lot...
*ahem* chopy pastaHeadroom wrote:I am not sure either how to do it as I don't have enough experience with Python , but I am sure it can be done because Luxrender has done it already. They started with it several years a go and their exporter is far ahead of what Blendigo has to offer. Not that Blendigo is bad by any means but it needs some overhaul and a node based material system has been on the wish list for a long time now.
Then of course the light later stuff needs an overhaul as well.
I added the ability to add emission scale to external materials and I am sure the other Blender users her can come up with a nice list.
I actually looked a the Luxrender Exporter to see how it's done. The Luxrender exporter still uses the same extension framework that Blendigo uses, simply because Doug Hammond was the original author of both Exporters.
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I agree ...the luxrender exporter (which i used quite oftenHeadroom wrote:I am not sure either how to do it as I don't have enough experience with Python , but I am sure it can be done because Luxrender has done it already. They started with it several years a go and their exporter is far ahead of what Blendigo has to offer. Not that Blendigo is bad by any means but it needs some overhaul and a node based material system has been on the wish list for a long time now.
Then of course the light later stuff needs an overhaul as well.
I added the ability to add emission scale to external materials and I am sure the other Blender users her can come up with a nice list.
I actually looked a the Luxrender Exporter to see how it's done. The Luxrender exporter still uses the same extension framework that Blendigo uses, simply because Doug Hammond was the original author of both Exporters.
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Huh ?Juju wrote:*ahem* chopy pastaHeadroom wrote:I am not sure either how to do it as I don't have enough experience with Python , but I am sure it can be done because Luxrender has done it already. They started with it several years a go and their exporter is far ahead of what Blendigo has to offer. Not that Blendigo is bad by any means but it needs some overhaul and a node based material system has been on the wish list for a long time now.
Then of course the light later stuff needs an overhaul as well.
I added the ability to add emission scale to external materials and I am sure the other Blender users her can come up with a nice list.
I actually looked a the Luxrender Exporter to see how it's done. The Luxrender exporter still uses the same extension framework that Blendigo uses, simply because Doug Hammond was the original author of both Exporters.
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