Blendigo doesn't seem to export meshlights correctly

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zsouthboy
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Blendigo doesn't seem to export meshlights correctly

Post by zsouthboy » Thu May 24, 2007 1:59 am

It creates a "dummy" light material instead.

Obviously I have lights defined in Blendigo correctly.

Separating lights from the rest of a mesh works, however.

Am I missing something?

The mesh is instanced across the scene a few times (the lights on buttons for a soda machine, in case you're wondering); that is what is preventing me from splitting them from the mesh manually...

Using latest posted Blendigo exporter.

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Kram1032
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Post by Kram1032 » Thu May 24, 2007 2:08 am

"Light" isn't a material ;)
Indigo still needs a material for any lightsource.
And, as noone set the material up, Blendigo exports it as "alpha"-mat.
It's not quite realistic, as any visible light is emitted by a visible thing.
But as the human eye can't differ between 1,00000000 and 1,000000001 lumen, the difference between 100% transparent and slighlty absorbing + slightly reflecting doesn't matter at all.

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Stur
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Post by Stur » Thu May 24, 2007 2:15 am

The "light material" definition is not on the <scenedata> section, but on the <scene> section with tag <meshlight>.

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zsouthboy
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Post by zsouthboy » Thu May 24, 2007 3:06 am

You misunderstand my issue.

It's fine now - I ended up just splitting the light meshes myself.

Works like it should.

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SmartDen
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Post by SmartDen » Thu May 24, 2007 3:21 am

Ii don't really understand what do you mean with 'splitting the light meshes'.
To export a meshlight with Blendigo you have to create a mesh with a material and set the amount of emitting light (shaders tab) > 0. Blendigo will convert it in a meshlight. It works fine for me

StompinTom
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Post by StompinTom » Thu May 24, 2007 3:38 am

meaning you cant have a mesh with more than one material, one of which is a Emitter material, i think. makes sense, cuz the Emitter 'material' isnt an actual material its just so Blendigo has a way of defining meshlights.

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SmartDen
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Post by SmartDen » Thu May 24, 2007 3:48 am

StompinTom wrote:meaning you cant have a mesh with more than one material, one of which is a Emitter material, i think. makes sense, cuz the Emitter 'material' isnt an actual material its just so Blendigo has a way of defining meshlights.
thank you for explanation

StompinTom
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Post by StompinTom » Thu May 24, 2007 3:51 am

no prob.

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Kram1032
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Post by Kram1032 » Thu May 24, 2007 8:22 am

that's still no bug:

A mesh, that's an emitter, glows all over itself.

you NEED to split emitting parts from nonemitting parts.

I wish, light was a material.
That would give things, like, radioactivity, special effects, maybe kinda nice (non-volume-emitter) flames, lightmap (for sun, or such^^)

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DaveC
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Post by DaveC » Thu May 24, 2007 8:25 am

I did once manage to export a scene with an emitter on a multi-material mesh. It was the first material on the object. I don't know if it still works though. It's never worked if the emitter wasn't the first material.
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