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Full Version: The Globes and the Dimples

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From: Michael Gibson
4 Apr 2010   [#25] In reply to [#24]
Hi Alain,

> What renderers work good with Moi imported models ?
> Yafaray ? V-Ray ?

I'd think either of those would be fine, I'd guess that Modo and Cinema4D seem to be the most frequently used but MoI has been used in combination with a pretty wide range of different renderers.

Check out the MoI gallery here: http://moi3d.com/gallery/ there are a whole lot of rendered images in there, most of them mention which rendering program was used.


> I also have been reading the thread about the octane renderer,
> how far is radiance with his tests ?

I'm not sure, I think it is still a work in progress.

- Michael
From: Michael Gibson
4 Apr 2010   [#26] In reply to [#24]
Hi Alain, here are a few gallery entries that were done with Blender:

http://moi3d.com/gallery/viewitem.php?id=179
http://moi3d.com/gallery/viewitem.php?id=98
http://moi3d.com/gallery/viewitem.php?id=149

- Michael
From: Phil (PHILBO)
5 Apr 2010   [#27]
To be completely accurate,

http://moi3d.com/gallery/viewitem.php?id=98

and

http://moi3d.com/gallery/viewitem.php?id=149

were both imported into Blender and then rendered using Luxrender.

They were not rendered using Blender's internal rendering engine.
From: Michael Gibson
5 Apr 2010   [#28] In reply to [#27]
Hi Phil, yeah maybe Alain will need to give some more information on what tools he wants to use, but it sounded to me like wanted to use Blender in combination with some additional renderer instead of the Blender internal one.

So those are a couple of examples of that kind of workflow...

Sorry when I said those were done with Blender I meant more like "using Blender as part of the toolchain".

- Michael
From: Alain
6 Apr 2010   [#29]
Yes, I don't have in mind to render final images with the blender internal renderer ;-)
From: NightCabbage
7 Jul 2010   [#30]
Ok, so possibly dumb question, but...

I am running the Blender 2.5 version from Anthony's website, and when I start blender (with the import moi python script) I get this error:

Traceback (most recent call last):
File "C:\DOCUME~1\NIGHTC~1\Desktop\TRUE-N~1.5\BLENDE~1\.blender\scripts\module
s\bpy\utils.py", line 44, in _test_import
mod = __import__(module_name)
File "C:\DOCUME~1\NIGHTC~1\Desktop\TRUE-N~1.5\BLENDE~1\.blender\scripts\io\imp
ort_moi.py", line 54
print ctype
^
SyntaxError: invalid syntax

 

 

Is anyone else running the 2.5 version? Do you get this error?


-EDIT-

Ok, after some quick research, I've found out that Blender 2.5 uses Python 3, and the print command must have parentheses around its parameters.

I don't really know Python... is there a new version of the script for the 2.5 version of Blender?
From: Michael Gibson
7 Jul 2010   [#31] In reply to [#30]
Hi NightCabbage,

> I don't really know Python... is there a new version of the
> script for the 2.5 version of Blender?

Not that I know of.

I think that Anthony's website also has a modified build of Blender version 2.49 as well, probably the script will work fine if you use that one instead of the 2.5 version.

- Michael
From: NightCabbage
7 Jul 2010   [#32]
lol yea I considered that, but my problem is taht I'm learning Blender, and the 2.4 interface is utterly hideous to learn :P

The 2.5 interface is just bad - but that's better than the 2.4 interface :D

Perhaps I'll modify the script for Python 3?

Surely Anthony must have a working version, or he wouldn't have bothered to make the changes to Blender 2.5, right?

(as I understand it, you need both the blender patch, and the import script in order for this to work, right?)
From: Michael Gibson
7 Jul 2010   [#33] In reply to [#32]
Hi NightCabbage,

> (as I understand it, you need both the blender patch, and
> the import script in order for this to work, right?)

Yes, that's correct. The Blender patch stops the good normals from being thrown away during various operations including rendering.

But there won't be anything to preserve if you don't get the good normals imported in the first place. The import script is what handles that part, getting the good normals into Blender to start with.

- Michael
From: anthony
8 Jul 2010   [#34] In reply to [#33]
I finally rewrote the script for Python3.1/Blender2.5. I've been meaning to do this for a while and thought I'd wait until 2.5 became stable, but since there's some demand for it, I did it now. It's bundled with my current 2.5 build.

Note: Export with the vertex-welding option turned off. And do not use ngons for now.
From: NightCabbage
8 Jul 2010   [#35]
Haha, you made me a very happy Cabbage :D

Also, not that I really know what I'm talking about, but I believe you can use the following function that's sitting in the import_scene_obj.py script:

def BPyMesh_ngon(from_data, indices, PREF_FIX_LOOPS= True)

Should be the same as the original, I think? The author had to copy & paste it, as the bpymesh module is no longer present.



You have made my life much easier thanks to this <3
From: NightCabbage
8 Jul 2010   [#36]
Hmm, just a quick question...

So when I select an object in Blender, I normally get an outline in orange of the object - like in the picture below, on the left.



However, when I select an object imported via the moi lwo script, I don't see the orange outline - just a little orange rectangle at the origin.

Is there any way to fix this?

It's not a huge deal - but it would be nice to see what I've got selected when I'm putting materials on them, etc. (the little tank thing in that picture is made up of 6 objects, but nothing visually changes when I select different parts)

Cheers!!

Image Attachments:
blender.png 


From: anthony
9 Jul 2010   [#37] In reply to [#36]
I'm glad you like it.

I did see the BPyMesh_ngon function, but didn't have time to experiment with it. I don't know about the outline, but it does show up after exiting edit mode. I'll have look into it when I get some free time.
From: NightCabbage
9 Jul 2010   [#38]
Thank Anthony :D

Much love!
From: karlos2323
16 May 2011   [#39] In reply to [#1]
Hi! please help me...im new at blender and im kinda stupid... where do i put the link you are giving so i can use a MoI3D file into blender...please help me i dont know anything about scripts and i can't seem to find where to put the link you give
From: Michael Gibson
16 May 2011   [#40] In reply to [#39]
Hi karlos, to install the script, you copy the import_moi.py file into Blender's script folder, which by default will be here I think:
C:\Program Files\Blender Foundation\Blender\.blender\scripts

Once that import_moi.py file is in Blender's script folder, the next time you start it up it will have a new entry on its File > Import menu that says "MoI with Normals (.lwo)".

Note that this is for Blender version 2.49 only, the script will not work on the newer Blender 2.5 versions.

- Michael
From: NightCabbage
17 May 2011   [#41]
Hey

Anthony also made a 2.5 version, which can be located here:

http://chronosphere.home.comcast.net/~chronosphere/true-normals.htm
From: jweber (WEBER151)
16 Jan 2020   [#42] In reply to [#41]
Hi All,

Just wondering if there's still a blender importer out there for MoI?

Thanks!
From: Frenchy Pilou (PILOU)
16 Jan 2020   [#43] In reply to [#42]
Import a Blender file inside MOi ?
you can use directly OBJ files with the Max Smirnov _importOBJ or the new native Transform / SubD

You can also use FreeShip to export in IGES format, the "subdivision surfaces" made with Blender.
I believe that Blender has not yet Nurbs Volumes!
From: Michael Gibson
16 Jan 2020   [#44] In reply to [#42]
Hi jweber, if you mean importing files made in MoI into Blender, it used to be the case a long time ago that a special importer was needed to have vertex normals come through. But Blender's default .obj file importer has been improved a lot since then so now there is no need to use any special importer, just use .obj format for transferring into Blender.

- Michael

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