BlenderMan 0.1 Beta 6.1

Didnt know if I should post this here or in the python section. (it is news after all).

I fixed some bugs in the beta that was released about a week ago.

-----------Changelog 0.1 Beta6.1-----------

-Fixed- meshes with no uv information would crash the script when exporting as arealight

-Fixed- meshes with no material would crash the script when exporting as arealights

-Fixed- the background in bmrt would allways be grey

-Fixed- The custom shader ui thing was a bit to crowded with values that didnt belong there. its fixed now.

-Fixed- Changed default hidden layer from 20 to 1. this way by default no layer is hidden

-Added- you can controll the background color in bmrt with the ZeR ZeG and ZeB sliders in the “world”

-Added- The gi sphere dome thing is now optional with the gi sphere button

-Added- Added an option for an object not to be visible to the camera, but you can still see it in shadows and reflections. (hide source button)

And for those who didnt know there was a 0.6 beta.

-----------Changelog 0.1 Beta6-----------

-Fixed- changed some fakevar and hmm variables to the pas thing. (better syntax)

-Fixed- Switching renderer would change from buffer to file

-Fixed- Redesigned the Object Editors Button Layout

-Fixed- Caustics would show up on prman lamps

-Fixed- Prman rendering in background

-Fixed- Optimized drawing speed of gui, sliders are now much faster

-Fixed- Printing of names and current exported frame to the console

-Fixed- Animated meshes when exporting an anim

-Fixed- Changed some stuff from Blender210 to Blender syntax

-Fixed- Custom shader now saved correctly

-Fixed- Test render would have displacement shader on floor when rendering with custom shader with displacement mapping

-Fixed- mesh with no vertices = bad thing

-Fixed- glass crashed when rendering with prman

-Fixed- Shader editor would not reset when you added a new shader

-Fixed- gi error when not rendering an anim

-Fixed- Shader editor would not load new settings after a shder was deleted

-Fixed- Shiny shader complained about raysamples in entropy

-Fixed- Motionblur crashed the script

-Added- Hidden layer. every object on this layer will not be exported

-Added- Devided Globalsettings into globalsettings and scenesettings

-Added- displacement bounds to test rendering

-Added- Backwards compatability. It might be a bit buggy. (ive had some crashes)

-Added- Prman now reports percentage complete

-Added- Motionblur now works with Entropy

-Added- More settings for radiosity

-Added- “interpolateboundary” code to subdivmeshes thanks to Jan

-Added- The materials Opacity(alpha) value is now exported aswell

-Added- animate Gi is now on by default

-Added- Entropy spotlights now support rendering without shadow

-Added- Displacement shader thing in the custom shader

-Added- Support for fov

-Added- Support for clipping

-Added- Gamma and Gain sliders

Here is a picture rendered with entropy that shows off the monte carlo gi stuff.

http://green.dyndns.org/tmp/bmgi.jpg

And here is the script

http://green.dyndns.org/tmp/blenderman0.1beta6.1.zip

Make sure you delete your c:BlenderMan dir before updating.
And read the readme.txt file.

Thanks Chris!

Ah! That explains the grey backgrounds - I thought I was doing something wrong!

Regards
Fabrizio

d00d!!! You rock my world!! :slight_smile:

Below is a screen cap of my mesh… No matter what I try it won’t render the uv mapped texture. any suggestions?

http://www.pablosbrain.com/temp/meshwireframe.jpg

Thanks a million.

thanks,thanks,thanks,thanks,thanks,thanks,thanks,
thanks,thanks,thanks,thanks,thanks,thanks,thanks,
thanks,thanks,thanks,thanks,thanks,thanks,thanks,
thanks,thanks,thanks,thanks,thanks,thanks,thanks,
thanks,thanks,thanks,thanks,thanks,thanks,thanks,
thanks,thanks,thanks,thanks,thanks,thanks,thanks,
thanks,thanks,thanks,thanks,thanks,thanks,thanks,
thanks,thanks,thanks,thanks,thanks,thanks,thanks…etc

I appreciate it!

Eric - Sweden

<font size=-1>[ This Message was edited by: Eric on 2002-03-24 08:51 ]</font>

Yeah. uv textures needs imagemagic installed in the system path.

I will convert it to use the totiff module in the next version

Finally!!! After a lot of moving textures around… renaming files and such I got it to work. Some notes from my venture…

  1. texture files are not recognized as .jpg or .bmp or whatever if the file doesn’t have an extension… maybe its possibly to use ImageMagick Identify to find out the file type regardless of extension.
  2. When textures are unpacked images may not have extensions (see above) and image paths are not properly translated from //textures/blah.jpg to C:blahblahblah. Don’t know if that can be automated. I had to go through all my textures and relink them to the full file path. May want to note that in the comments for others.
  3. Are bumpmaps supported or will they be?
  4. With that totiff your working on… will that eliminate a lot of the issues I’ve just mentioned?

But… Regardless of my notes above… I am very happy! I finally got it to work! Thanks Green for all your work you’ve put into this! Here is a test render I finally got to work!
http://www.pablosbrain.com/temp/default00002.jpg

Attempting to use the script will lead to these sort of things.
Its still very unusable for everything revolving textures.

eeshlo is the creator of the totiff module. I think its only able to see what image format textures have by the extension. I cannot do annything about that.

thanks, Green!
great script.

  1. When textures are unpacked images may not have extensions (see above) and image paths are not properly translated from //textures/blah.jpg to C:blahblahblah. Don’t know if that can be automated.

I believe that could be automated using the Python os module. Especially os.sep which is the path separator, so you could have it find and replace all wrong separator by this one using a simple string method.

Martin

On 2002-03-24 11:49, Green wrote:

eeshlo is the creator of the totiff module. I think its only able to see what image format textures have by the extension. I cannot do annything about that.

Actually, the totiff module will try the obvious first by looking at the extension, then if for whatever reason this fails, ALL other supported types (JPEG, SGI (.rgb, .bw, .rgba, .sgi), PNG, TGA) will be tried until one (or none) succeeds. so it will work even without extensions…

Green: reminder, 1.0-v for the uv-coordinates, just in case you forgot about that…

Ah yes. thats great.

Il get the uv stuff working for the next version,

Right now im rewriting the load save setting function so I can have backwards compatibility.

And since my understanding of the Python API in blender is null… I’m just throwing this comment out there…
Maybe if its possible through python to automatically unpack any needed textures that have not already been unpacked and then do the conversion of the files.
Again, don’t know if this is even possible… I’m assuming its not… but maybe a wish list item for the future of blender… which hopefully will start to get a bit brighter.

There’s actually a way to get the packed image information (maybe the unpacked too), but I’m not sure if you can differenciate them and unpacked them if they are not.

That’s the Blender.Image module btw, but I guess Green already knew that.

Martin

nope. didnt know that

Is there a version of Blenderman for Linux? other OS’s?

its multiplatform

Would this account for a light source I can’t find. I’ve used the ‘object’ and the ‘lamp’ menus to check that I’ve deleted all lamps, as well as checking the ‘Oops window’ for same after deleting them and still my scene renders with light, which I of course can’t control. I’ve restarted both Blender and my computer, used both 2.23 and the latest Publisher versions.
Help please,
Thanks,
:o

Hello all,

had to laugh when i found this… :smiley:

http://www.studio737.com/blendbio.htm

lol, what’s in a name!

Have fun,

Wybren van Keulen