How to add new materials into standard blendigo mat list ?

Announcements, requests and support regarding the Blender Indigo export script
Post Reply
8 posts • Page 1 of 1
User avatar
uriel
Posts: 3
Joined: Wed Nov 07, 2007 9:19 pm
Location: Auroville | TN | India
Contact:

How to add new materials into standard blendigo mat list ?

Post by uriel » Mon Mar 02, 2009 5:13 pm

Hi,
i try to put some new indigo mat into the list...

as a standard, we see:
DIFFUSE=matt
OREN-NAYAR=rough
PHONG=glossy+metallic

...

So, can we add new ones as presets?
How to add it into that list?

thanks in advance....
uriel
:)

User avatar
SmartDen
Developer
Posts: 999
Joined: Fri Oct 13, 2006 10:58 pm
Location: Canary Islands
Contact:

Post by SmartDen » Mon Mar 02, 2009 8:37 pm

blendigo has no presets. the list you see is a list of material types
Check normals, dude!

Image
Image

User avatar
uriel
Posts: 3
Joined: Wed Nov 07, 2007 9:19 pm
Location: Auroville | TN | India
Contact:

Thanks SmartDen

Post by uriel » Mon Mar 02, 2009 9:22 pm

Thanks SmartDen for that precision.

So, types are fixed...no need to add more...i understand

About the mat lib (database), i use it a lot so, is there any form to include this base into the blendigo exporter ?

:)

User avatar
Borgleader
Posts: 2149
Joined: Mon Jun 16, 2008 10:48 am

Post by Borgleader » Tue Mar 03, 2009 12:49 am

You mean like...download the entire matdb from the website onto your computer?

The problem with adding all of those into Blendigo is that it would make the entire exporter quite large in terms of filesize. Besides I doubt you'll need all of them.
benn hired a mercenary to kill my sig...

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Tue Mar 03, 2009 1:14 am

maybe that'd work via a "libary"-folder, where all the materials can be saved in.........
Actually, that might simplify external material usement... I guess... :)

User avatar
Borgleader
Posts: 2149
Joined: Mon Jun 16, 2008 10:48 am

Post by Borgleader » Tue Mar 03, 2009 1:17 am

Kram1032 wrote:maybe that'd work via a "libary"-folder, where all the materials can be saved in.........
Actually, that might simplify external material usement... I guess... :)
Maybe, but personnally I find that "re-entering" the material values inside the exporter rather than simply linking the file is a better approach, because we'll you can modify them afterwards.

I would love an option where you could just "get settings" from an external file :D Wait no.....lazyness get out of me! :evil:
benn hired a mercenary to kill my sig...

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Tue Mar 03, 2009 1:27 am

well, that would work too:
A folder where you have the materials inside,
a dropdown list, where you can choose those materials
and as soon as you choose one:
The material gets "generated" with all the possible settings, allowing for a refinement :)

Big Fan
Posts: 745
Joined: Tue Oct 17, 2006 9:37 am
Location: Nelson NZ

Post by Big Fan » Fri Mar 06, 2009 9:56 pm

a solution to this can be either:

1) create a .blend with the 'preset' materials defined in blender terms - any objects would do but say for a swarm of 30 planes each as a specific 'preset' carrier- and append the appropriate material to your new scene as desired - the required material can then be chosen from the datablock list
the textures come as well..
once you have navigated to a .blend to append a material returning to get another is easy as the browser leads you back to the same place
unused datablocks will be purged after the blender session

or 2) use the material library script that was around to store the material - actually still an append operation
the script allows you to capture a blender material for reuse

using the 'convert' button to get from the blender material to indigo format via the blendigoUI is easy (although I am not sure how complete it is in official Blendigo these days) and you can fiddle with/refine the 'preset' after loading without messing up your original
refinement can be as much change as you like for instance append a red plastic and change it to green one with more shine and less bump..
you might actually like to have several .blend libraries for different purposes
unfortunately this isnt the same as loading a .igm or .pigm but it is a way to achieve most of what you want

I use a similar sort of thing when I import models from Solidworks but using cubes - wont go into the reason why - in another scene in my studio .blend to automatically pick up the material that matches a SW one if one is available when they are batch imported- it is not directly convertible

HTH

Post Reply
8 posts • Page 1 of 1

Who is online

Users browsing this forum: No registered users and 2 guests