Blendigo for v1.1.5
This is working fine now (for the UV error message, I haven't tested the other problems).see first posting. and sorry for the confusion
But then comes my favourite question: Where is the upside?
Is there any advantage of doing things this way because it is going to make working on big scenes very tedious!
EDIT: Actually, it's not that tedious if all the UV sets have the same name. But still, it seems an unnecessary step.
EDIT2: I'm still getting the no-message crash when trying to render the first scene I posted...
Hi!
First - guys You rocks!
I got some trouble with blend material
when try render with blend material (phong+sss) indigo gives me error:

I've try with different scenes, all UV checked (means working), displaced mesh on blend material (not children)
And when manualy remove this line ( <step_null_blend>false</step_null_blend>
) from default-mats.xml - look's like all working fine
First - guys You rocks!
I got some trouble with blend material
when try render with blend material (phong+sss) indigo gives me error:

I've try with different scenes, all UV checked (means working), displaced mesh on blend material (not children)
And when manualy remove this line ( <step_null_blend>false</step_null_blend>
) from default-mats.xml - look's like all working fine
yes, sorry, i forogot this option was renamed.scyguo wrote:Hi!
First - guys You rocks!
I got some trouble with blend material
when try render with blend material (phong+sss) indigo gives me error:
I've try with different scenes, all UV checked (means working), displaced mesh on blend material (not children)
And when manualy remove this line ( <step_null_blend>false</step_null_blend>
) from default-mats.xml - look's like all working fine
update is up! please download it and report if it works
Check normals, dude!




We're definitely making good progress.
Running my "problem scene" now through the latest script Smart's just posted and things definitely work better. The textured emitters are not showing (just black) but at least Indigo no longer crashes. I'll play with it a bit more now. Smart, have you changed anything regarding the power of textured emitters?
Running my "problem scene" now through the latest script Smart's just posted and things definitely work better. The textured emitters are not showing (just black) but at least Indigo no longer crashes. I'll play with it a bit more now. Smart, have you changed anything regarding the power of textured emitters?
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