Indigo_export_0.6test5_beta1

Announcements, requests and support regarding the Blender Indigo export script
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leope
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Indigo_export_0.6test5_beta1

Post by leope » Mon Oct 16, 2006 12:27 am

1.Added burn parameter ([0.0-1.0] valid range ?)
2.Both "x.nk" and "x.nk.nnnn" are exported as "x.nk".
http://mediawiki.blender.org/uploads/8/ ... _beta1.zip

ciao :)

lego
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Post by lego » Mon Oct 16, 2006 12:34 am

wow thank you! very fast :D


p.s. sei italiano?

leope
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Post by leope » Mon Oct 16, 2006 12:47 am

Si', ce ne sono un sacco da queste parti :D.

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DaveC
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Post by DaveC » Mon Oct 16, 2006 2:47 am

Thank you :D :D
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com

Kachu
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Post by Kachu » Mon Oct 16, 2006 2:08 pm

Good job with the nk fix. And adding the Burn parameter setting.

My renders seem to be coming out too white. Whats a good whiteballance setting to use?
Also is there a way to set the temprature of lights in blender or do I need to manually edit that.

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afecelis
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Post by afecelis » Mon Oct 16, 2006 3:18 pm

leope, ten million thanks! :D
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

balder
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Post by balder » Tue Oct 17, 2006 5:14 am

Xtra-cool!
Thanks!
(grazie, presumendo tu m'intenda)

lego
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Post by lego » Fri Oct 20, 2006 3:53 am

I think that there's a bug while exporting an object with multiple materials, with one of these being an emitter
I lost two hours today with this problem :lol:
I think that the emitter material is exporter as a non emitting one

zuegs
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Location: switzerland

Post by zuegs » Fri Oct 20, 2006 5:16 am

hi lego, meshlights works only for complete mesh. The first assigned material defines if it's a meshlight or not. For non-emitting meshes you can assign different materials for different faces (i think :wink: ).
You can separate the emitting faces in a new object and assign a light material to it...
regards zuegs

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