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

Announcements, requests and support regarding the Blender Indigo export script
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DaveC
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my milk settings

Post by DaveC » Thu Mar 22, 2007 8:18 am

Here are the settings i'm using for milk.
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milksettings.jpg
My milk settings
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Kram1032
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Post by Kram1032 » Thu Mar 22, 2007 8:20 am

you should turn caaughy_b off, except you really need it!
It's SLOOOOOOOW

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DaveC
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Post by DaveC » Thu Mar 22, 2007 8:21 am

Kram1032 wrote:you should turn caaughy_b off, except you really need it!
It's SLOOOOOOOW
Oops! That's left over from when my scene had water!! I modified it to get milk. lol!
The hardest part of BEING yourself is FINDING yourself in the first place...
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Kram1032
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Post by Kram1032 » Thu Mar 22, 2007 8:25 am

:P You should look at things like that

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5OnIt
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Post by 5OnIt » Thu Mar 22, 2007 5:41 pm

What I would like to know is what settings is everyone using for glass. It seems no matter what I try all I get is solid black!! If I try using the cor7059.nk or the 7059.nk, all I get is errors.

paulo_gomes
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Post by paulo_gomes » Thu Mar 22, 2007 6:00 pm

transparent material doesnt work with nk.

http://deeppixel.uw.hu/projects/NK_materials.html

this is the material that works.



if you get black material (and you dont use the nk database) try seeing if you dont have the ray transparent or ray mirror button activated in blender, if so, deactivate.

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5OnIt
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Post by 5OnIt » Fri Mar 23, 2007 2:37 am

paulo_gomes wrote:transparent material doesnt work with nk.

http://deeppixel.uw.hu/projects/NK_materials.html

this is the material that works.

if you get black material (and you dont use the nk database) try seeing if you dont have the ray transparent or ray mirror button activated in blender, if so, deactivate.
Thanks Paulo! I didn't know about some of the nk files not working. I have RT and RM shut off as far as I know but I'll check it again to make sure.

Can someone please list a material setting that does work for glass. Also a material that works for a mirrored surface as well.

Thanks in advance.

mrCarnivore
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Post by mrCarnivore » Fri Mar 23, 2007 2:48 am

I would use a simple specular material with IOR of 1.5 and transparency turned on. The gain for absorbtion should be very low or 0 to be sure.

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Kram1032
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Post by Kram1032 » Fri Mar 23, 2007 2:51 am

IOR = 1.52
absorbtion = 0.01 0.01 0.01 (you can make it a tiny bit greenish)
caughy_b_coeff (ONLY USE WHEN YOU WANT TO LET IT SHOW UP; IT'S SLOOOW!) =0.003

that should be a nice material, but you should try it...

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5OnIt
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Post by 5OnIt » Fri Mar 23, 2007 4:47 pm

OK... Here's a Blendigo test I ran.

Thanks for the settings guys! Glass looks good, but I have some questions.

1: There doesn't seemt to be any Volume caustics for the large glass sphere (or it's very weak). What should I set in Bledingo for better results?

2: Look at the sky relections for the small spheres. Why are they black? I have the Env Type set to "Phyiscal Sky." Shouldn't they be a bright white? I'm using au.nk and cr.nk for the materials on these and a Blendigo Ground plane for the whole scene.

3: The surface caustics from the small spheres seem blotchy. I'm think I need to either subdived them some more or increase the sub-surf value. Is that right or is there a setting in Blendigo I have wrong?

Thanks again!! :P

Image

zuegs
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Post by zuegs » Fri Mar 23, 2007 6:45 pm

i think caustics by sunlight are broken in soe indigo versions... with a meshlight it should work better :wink:
for the reflection of the sky, it seems you have a to cleary sky setting, i propose to increase "turbidity" :)

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Kram1032
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Post by Kram1032 » Sat Mar 24, 2007 6:13 am

If you use sphereprimitives (just call the spheres ____.sphere), they have a perfect shape and you don't need to subdivide them at all!
Just a hint: It's better to use IcoSpheres for primitives, than UVspheres

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Kram1032
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Post by Kram1032 » Tue Mar 27, 2007 7:52 am

BUG!!!

I created a simple scene with several primitve spheres.
One was bigger than 1m radius.
I applied the sphere, so that the scale was 1 1 1.
When I exportet the scene, the sphere was just as big as all the others!
(1m radius) But it was supposed to have radius 5 m.

I was able to fix it manually, by scaling it, until "scale" was five and the reducing the sice in Editmode.

Would be good, if the radius was read from "dimension" instead of "scale"! ;)

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DaveC
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Post by DaveC » Tue Mar 27, 2007 7:58 am

I've been sharing this problem with Kram.

We found that if you add a sphere and go to object mode, then scale it, everything is fine. Until you apply scale. It does appear to literally use the scale to describe the radius of the sphere. You can't scale it in edit mode. Everything is unpredictable. I'm gonna do some more little tests with this problem.
The hardest part of BEING yourself is FINDING yourself in the first place...
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DaveC
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Post by DaveC » Tue Mar 27, 2007 8:08 am

The scale is definitely the radius of the sphere. It seems that if you model a ___.sphere object, you should set the scale to half the diameter of your sphere and, in edit mode, scale the whole mesh to the diameter.

So if scale is 5, width dimension should be 10. scale must be half of dimension for the model to represent exactly what will get rendered.

Can you fix this bug, zuegs?
The hardest part of BEING yourself is FINDING yourself in the first place...
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