Blender, Blendigo and Indigo.

This tutorial is outdated and is of no use any more other then
the part where I show how to model a Domino.

great - reading now

thanx JDA for make blendigo community bigger! :wink:

Once I tried but could not succeed. One time it started rendering and taking toooooo much time. Then I turn back to internal rendering. Will new version will take less time in rendering?

If you talk about Indigo you cann’t talk about render time. Indigo will never stop rendering :slight_smile: You have to stop it if you satisfied with the image. And to answer you question, new version is much quicker… :yes:

Any of you people know how to use Tinman´s NK-Convertor to edit *.nk files? I want to edit Void.nk (that shows a pretty good fresnel effect) in order to change its base color (black) to another…
Edit: Know I´m wiser at light properties since I visited Wikipedia, graphics.cornell.edu, stanford.edu, etc, but still can´t figure how to edit files without having “random” results.
Thanks in advance.

Edit: Forget about it. i know it already.

Part 2.
Stage.

In top view, add a Plane and scale it out to 10 Blender units.
Now select the the 2 verts on the right in side view and extrude them up 10 BU.
Subdivide multi ( W Key ) 8 times and Flip Normal in Editing (F9).

You want the normals pointing up along the z axis and towards the camera.
Give the Plane a new material. Grey will work just fine.
Rename “Plane” to Stage.
Add a Sun Lamp to your scene.



Split the Blender window into 2 windows if you
don’t have it already set this way.
Save this image to you HDD.


Set one of the windows to UV/Image editor .
With the Stage selected in Object mode, press the ( F Key ) to enter Face Select Mode.
With all faces selected, Select: Image - Open and pick tile.png.

Set Draw type to Textured. You should now see tile.png.


Press ( F Key ) to get out of Face Select Mode.

=======================================

Change the window that had UV/Image editor to the Scripts Window.
Select Scripts: Export - Blendigo (igs).
With the Stage selected, select Materials in the Blendigo GUI.
Set the Stage to Blender mat: DIFFUSE =mat
Next to Albedo: set your path to the tile.png.
Example: C:\3D\My Files\Textures ile.png
This will make the texture named tile.png show up in your Indigo render.

With the Camera button set by default in the Blendigo GUI, set White bal: to D65.
Also, turn off the default.igs button.
Select Enviroment button in the Blendigo GUI and set ENV Type to Physical Sun + Sky.
Select Renderer button in the Blendigo GUI and turn off Bidirectional.

Select EXPORT Scene in the Blendigo GUI.
With Autorun turned on, the Blendigo script will start the Indigo GUI
and render the scene. Let Indigo render for how ever long you want.
The longer you let it render the less noise.


To stop Indigo from rendering anymore just press Alt + X.
with the Indigo GUI open.
In Part 3 I will show you how to model a “domino” using Blender
and export it with Blendigo, then render it with Indigo.

If you find a mistake or mistakes in this tutorial let me know.
Just send me a PM.

=======================================

In top view make an outline of the domino like in the picture below.


In side view add bezier curve and convert to poly.
Delete the 4 points shown in the picture below.


Now convert back to bezier and make a shallow bowl
shape, Set DefResolU to 6 and turn on CurveStretch.
Press Alt+ C and convert to mesh.
In front view select a corner vert and extrude over
1 Blender Unit.


In top view spin the poly line 360 degrees
8 steps and remove doubles.
Hit Ctrl + N to flip all normals outside.


Now all you do is duplicate a pip and
moveit into place using the guide lines.
Only use half of one pip for the center.
All you have to do now is fill in the top
of the domino with a bunch of faces.
Here is the topology I use.


Take a look at this picture.
Extrude the corner vert over and subdivide 1 time.

Extrude down 3 BU. Now extrude over 1 BU
and subdivide 1 time.


Select the end edge and multisubdivide 2 times.


Multisubdivide the end edge 2
and then subdivide the ends one at a time
so that you get a vert in the middle of each edge.


In top view select all the corner verts
and spin 90 degrees 4 times.
Here is a image for reference.


Now just extrude till every part lines up
nice a neat. Here is the topology.


In bottom view extrude and fill in the bottom.


Now duplicate the quarter of the domino
using Ctrl + M Mirror Axis X Local.
Duplicate the top halve press Ctrl + M
and select Mirror Axis Y Local.
Join both parts using Ctrl + J.

Go into edit mode and select all verts
remove doubles and press Ctrl + N to flip
all normals outside.
Now you should have a full domino
Now you will need 2 materials.

so go to the edit window
and add 2 new materials.
Blender will add 2 materials and both
will be grey. Change one to white and
one to black.Now assign the domino
the white material and the pips and side band
the black material.


Making the Divider.
Select these faces and extrude down
a few BU.


Then in Edge select mode
select all the edge inside the divider
and subdivide using the W key.


Now add two edge loops like in the image.


In face select mode delete these 4 faces.


Select these 5 edges in the image and divide
1 time using the W key. Do that on the other side.


Also move the edges toward the dividers top edge.
What length should they all be is up to you
depending on the size of the domino.
Remeber the 4 faces you deleted?
Well now fill them in like in the image.


The reason for the extra edges is when you use
subdivision surfaces modifier you don’t end up
with a mess and have nice smooth beveled edges.
Here is the topology of the domino.


Well that’s it for now. Check back in the future as I
still have to finish a few more things with this tutorial.
Oh and PM me if there are any glaring mistakes.

I’m having my problems with this. First of all I can’t get the texture to be displayed on my stage. I have no clue why, it doesn’t work with the instructions in Blender 2.45 nor 2.46 (which should be a little different).
But if I skip that I have an (in my opinion) even bigger problem:
In the Blendigo export script there’s no option in the “Blender.mat” button…
Anyone know why?

The blender.mat button? And uh…tell me you UV mapped your textures? because if you didnt thats your problem (even if theyre procedurals. if its an image, it NEEDS to be UV mapped).

Koeltzsch
Go over to the Indigo site and download the latest version of Blendigo
There are instruction of how to get a texture to show up.
The script writer changed a few things.

Thanks for the tutorial. I will love to try it… but my lousy laptop is way too slow…