Indigo 9s (stable) Blender 245 Exporter Here
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				blendergat
- Posts: 34
- Joined: Tue Jul 24, 2007 8:22 am
Hi, please check the first page of this thread. I have an answer for the problem there. 
Since it is somewhat of a common problem and caused by default (because of the way materials are set to export: a default material will cause this error), I will add a note for it in the directions. Thanks for reporting!
			
									
									
Since it is somewhat of a common problem and caused by default (because of the way materials are set to export: a default material will cause this error), I will add a note for it in the directions. Thanks for reporting!
Content contained in my posts is for informational purposes only and is used at your own risk.
						- 
				blendergat
- Posts: 34
- Joined: Tue Jul 24, 2007 8:22 am
That is ok. 
Posted another update, removed max num consec rejections from exporter to help avoid poor quality renders. Also enhanced large mesh support so that in my test it supported a uvsphere that had 1 million verts/faces. However, I could not get this sphere to load into Indigo, it quickly used all of my 2gb of ram and crashed. Maybe this really large size support is something that 64 bit users can enjoy. I do not know.
But anyways, I have test results that I told Big Fan I would post, about layer exporting. It is good news! Here they are:
As you can see, the layer test allowed me to load 2 million verts/faces into Indigo without any trouble. It took a long time to run all of the tests I did (crashed Blender and Indigo a lot, my RAM had a good work - out) so I did not keep testing to find exact size limits.
So....there we have it. Layer feature = awesome.
			
									
									
Posted another update, removed max num consec rejections from exporter to help avoid poor quality renders. Also enhanced large mesh support so that in my test it supported a uvsphere that had 1 million verts/faces. However, I could not get this sphere to load into Indigo, it quickly used all of my 2gb of ram and crashed. Maybe this really large size support is something that 64 bit users can enjoy. I do not know.
But anyways, I have test results that I told Big Fan I would post, about layer exporting. It is good news! Here they are:
Code: Select all
Blender Scene Test:
test 1:
	test object: 80/80 subsurf level 3 = 400k verts/faces uvsphere
	5 test objects placed in scene, layer exporting disabled
	scene size: 2 million verts/faces
	task manager memory usage:
		physical memory available in blender before export: 1.4gb
		commit charge total in blender before export: 480mb
		physical memory available at crash: 1.2gb
		commit charge total at crash: 810mb (peak while using program = 1.1gb)
test 2:
	test object: 80/80 subsurf level 3 = 400k verts/faces uvsphere
	5 test objects placed in scene, one object per layer, layer exporting enabled
	scene size: 2 million verts/faces
	task manager memory usage:
		physical memory available in blender before export: 1.4gb
		commit charge total in blender before export: 480mb
		physical memory available at finish: 1.3gb
		commit charge total at finish: 610mb (peak while using program = 1.1gb)
	export time: 420 seconds
	5 layer files: 160mb each
Indigo Scene Test:
test 1:
	gui version
	super sample = 1
	800x600 resolution
	task manager memory usage:
		physical memory available before loading scene: 1.8gb
		commit charge before loading scene: 140mb
		physical memory available at save/display render: 1.2gb
		commit charge total at save/display render: 750mb (peak while using program = 1.4gb)
test 2:
	console version
	super sample = 1
	1680x1050 resolution
	task manager memory usage:
		physical memory available before loading scene: 1.8gb
		commit charge before loading scene: 140mb
		physical memory available at save render: 1.2gb
		commit charge total at save render: 780mb (peak while using program = 1.4gb)
Blender Single Mesh Test:
	test object: 64/64 subsurf level 4 = 1 million verts/faces uvsphere
	task manager memory usage:
		physical memory available in blender before export: 1.6gb
		commit charge total in blender before export: 320mb
		physical memory available at finish: 1.3gb
		commit charge total at finish: 640mb (peak while using program = 1.3gb)
	export time: 298 seconds
	file size: 410mb
*All tests were performed with a simple phong material and no uv coordinates, only a camera and sun were in scene
*Memory usage not exact, data rounded
*Blender closed and opened after each test (to free ram)
*Test system: AMD Barton 2ghz with 2gb RAMSo....there we have it. Layer feature = awesome.

Content contained in my posts is for informational purposes only and is used at your own risk.
						Error
Code: Select all
Indigo Export - Saving to ~/Desktop/test
Exporting Objects...
Sun
Camera
Traceback (most recent call last):
  File "Indigo9t6_Export159.p", line 787, in gui
  File "Indigo9t6_Export159.p", line 623, in save_indigo
  File "Indigo9t6_Export159.p", line 374, in exportObject
UnboundLocalError: local variable 'mat0' referenced before assignment
pls help
some works
http://freewebs.com/rishiparkhe
						http://freewebs.com/rishiparkhe
Hi, it looks like you have an object in your scene with a messed up material. Maybe a meshlight without any emit? I am not sure.
At any rate I do not want to say it is your fault and pretend the exporter is bug free so I reworked some material code and added some new error messages to the exporter. It turns out, it was not working as I had expected it to. New version is posted at front.
So I would try this new version, and see if it gives you any errors in the console. Because if it does, it will tell you which object is messed up.
Thank you for bug report! Enjoy!
			
									
									At any rate I do not want to say it is your fault and pretend the exporter is bug free so I reworked some material code and added some new error messages to the exporter. It turns out, it was not working as I had expected it to. New version is posted at front.
So I would try this new version, and see if it gives you any errors in the console. Because if it does, it will tell you which object is messed up.
Thank you for bug report! Enjoy!

Content contained in my posts is for informational purposes only and is used at your own risk.
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 Thanks Wedge.
 Thanks Wedge.
 but on behalf of all those silent folks who have and are too shy to say thanks..
   but on behalf of all those silent folks who have and are too shy to say thanks..   thanks very much for your time spent making and maintaining a script so  Blenderheads can experiment with Indigo
  thanks very much for your time spent making and maintaining a script so  Blenderheads can experiment with Indigo