external rendering system


(stephen2002) #1

Ok, I am looking around to try to make my renderings look more realistic. I am wondering if there are any external rendering systems (i.e. virtulight) that have Blender export scripts that export MOST of the functionality of Blender stuff. Blender things that I would really like to see exported into render system:

  1. geometry
  2. animation
  3. MATERIALS (not just UV textures)
  4. light positions and type (definable somehow)

Are there any that support these exports?


(S68) #2

Eeshlo’s script for lightflow supports all that you have said [with possible exception of animations], even if I may argue that materials needs some touches after and sometimes lights too.

Search for Malefico ashtray in IMT forum (I will post something myself soon) to have an idea of LightFlow capabilities

Stefano

<font size=-1>[ This Message was edited by: S68 on 2002-03-22 00:21 ]</font>


(Kid Tripod) #3

Whilst it has its limitations (including some points which you list, and i personally agree with) Green has Blenderman which as an export to renderman spec. renderers shows a lot of promise, and is well worth a look, especially due to the quality of renderers capable of using this format (BMRT, entropy, PRMan etc.)


(reduz) #4

main problem is that blender wont export a lot of things
because of the limitations of the api you can access within python. What you can export is limited to basic geometry. Proper RIB export would be amazing, but since NaN == RIP …


(theeth) #5

On 2002-03-24 09:40, reduz wrote:
main problem is that blender wont export a lot of things
because of the limitations of the api you can access within python. What you can export is limited to basic geometry. Proper RIB export would be amazing, but since NaN == RIP …

first, NAN isn’t RIP, that’s just an invention on your side so you can continue pushing the opensource BS.

second, the Python API has: full mesh access, so everything that it cannot export (NURBS, Curves, Metaballs) can be converted to mesh. IPO access for animation, full Scene infomartion.

What precisly do you mean by “you can export is limited to basic geometry”?

Martin


(Pablosbrain) #6

Basic geometry? Thought I’d post this because this definitely is not “basic geometry”. It was exported with BlenderMan and rendered with BMRT. Just a test as it is my first succesfull attempt with exporting UV mapped objects. Thanks again Green!

http://www.pablosbrain.com/temp/default00002.jpg


(ilac) #7

Nice stuff Plunneberg, I really like your model’s head!

:slight_smile:


(sten) #8

I get the feeling it is hard to get the light as you want with Blenderman…how is it easiest to know how to tweak settings while using Blenderman for BMRT ??


(theeth) #9

On 2002-03-24 11:44, plunneberg wrote:
Basic geometry? Thought I’d post this because this definitely is not “basic geometry”.

That’s what I meant. Someone definitly doesn’t know what he’s talking about, and it ain’t me.

nice character btw! The pic has some nasty aliasing, but that’s probably a compression problem. I’m not sure, but can Blenderman export armature deformed meshes?

Martin


(Pablosbrain) #10

Thanks, The pic was just a test… So AntiAliasing was set very low. And from my tests BlenderMan does export the deformations. I’ve only done still deformation tests… so I haven’t tried actual animated deformations… but i believe it will work.


(stephen2002) #11

humm…I already knew about those scripts. Unfortunatly, from reading the documentation on them, they don’t seem to export the materials! Just UV textures. While you can use a few pre-sets, there is nowhere near the power of all of the procedural texutres (even just image textures with the default mapping). I almost never use image textures anymore, just intresting combinations of the prodedrual textures. You can make just about anything with them.

Oh well, so the search continues.


(sten) #12

I haven’t still got any anwser to my questions why the hell so difficult to tweak for good pics in Blenderman/BMRT

I am using GI and are getting lots of artifacts all over and it looks no good…anyone knows how to use it all to make it look good ?


(Pablosbrain) #13

I forget which method BMRT uses… here is a link with some info on several methods for GI.


Also… The amount of light matters. And GI isn’t a fast solution for perfect lighting. Lighting a scene will always be just as hard/important as the other aspects of 3D.


(Green) #14

bmrt is not good at gi
for the most part im creating this plugin so that I can use entropy with blender.

I really dont like bmrt that much. its slow and doesnt work well.


(sten) #15

so what methos is best for using BMRT with Blenderman…I din’t have money to buy Entropy, so what solutions is best ? radiosity ?


(Green) #16

Normals lamps and spotlights offcourse


(SirDude) #17

Look here for the various export scripts

http://www.cs.umn.edu/~mein/blender/converters.html


(Green) #18

SirDude: update the blenderman link please :slight_smile:


(reduz) #19

>first, NAN isn’t RIP,

really? I think they were pretty clear on the page.
To me it’s a bunch of people that think that magically NaN will respawn from bankrupcy.

>that’s just an invention on your side so you can >continue pushing the opensource BS.

BS? if you think it’s really BS, go to that topic
and prove with real words that It’s BS.
otherwise please shut up.

>second, the Python API has: full mesh access, so >everything that it cannot export (NURBS, Curves, >Metaballs) can be converted to mesh. IPO access >for animation, full Scene infomartion.

yes, which does indeed suck, it’s not practical at all.
Proper rib export would mean that I can press F12
and see my scene rendered by BMRT or similar.
Also, what about material, world, light, etc export?


(Green) #20

>Also, what about material, world, light, etc export?

Im working on it.
Be patient grasshopper…