VirtuaLight export?

What do i need to export to VirtuaLight?

is it easy?

do i need to create the scene with export in mind?do the materials export too?

is it easy to setup?

which version of blender does it work on?

are there multiple versions of teh script?

thanx in advance.

In order:

  1. Blender 2.23, Virtualight, Python (2.0 is probably best), and of course the script.

  2. Uh, kinda- you’ve got to be diligent about figuring out shaders on your own. And you’ve gotta read the doc’s.

  3. I’d say yes. I usually make a file designed for use in Blender, then make necessary conversions to export (convert SubSurfs and Nurbs, etc.). Materials export basically, but usually a lot of shader tweaking is necessary.

  4. As far as I remember, yes. You just download VL, set it up (I think it’s automated) and you can start running it. There’s one
    env. variable to add, I can’t remember if that’s automatic though or not.

  5. 2.23

  6. AFAIK, no.

Good luck with Virtualight. It’s a nice renderer (just look at
dotblend’s work!)

thanks, just one thing:shader
tweaking, is this visual, or is it done in by editing the file in a text editor?

The shader tweaking is not visual. You write shaders in a standard text-editor. Or you can use the VirtuaLightGUI that comes with the renderer, but you still have to type the code for the shader.

BUT, if you wait for a while (think a month at least here) I’m going to release a great (imo) material editor for VS (that’s the shader language used in VL). This far, I’m done with the backend, but I’ve only just started to sketch out the look and feel of the GUI for it. Anyway, when you get your hands on this, you’ll be able to create very complex bitmap-based shaders with some procedural components as well without having to write one single line of code.

Just keep one thing in mind: You can not have an object and a material with the same name, at least not if more than one object use the material. That’ll give you a parse error and a lot of headache.

:x
Hans Petter