DERGO 3D: An Ogre3D plugin for Blender (WIP/Alpha)

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
dummy_98
Kobold
Posts: 33
Joined: Sat Oct 31, 2015 7:12 pm

Re: DERGO 3D: An Ogre3D plugin for Blender (WIP/Alpha)

Post by dummy_98 » Sat Dec 19, 2015 12:58 am

wow, very good!

i saw tool , today

I am excited for DERGO future.
0 x

xrgo
OGRE Expert User
OGRE Expert User
Posts: 892
Joined: Sat Jul 06, 2013 10:59 pm
Location: Chile
x 49

Re: DERGO 3D: An Ogre3D plugin for Blender (WIP/Alpha)

Post by xrgo » Mon Dec 21, 2015 11:09 pm

dark_sylinc wrote:so we don't have skeleton or animation information to export, at least in its current state.
If you need help with that let me know, our engine loads lots of things from blender files including skeletons and meshes with animation information =), that would work in an export process for DERGO
keep it up :D !
0 x

User avatar
davidB
Gnoblar
Posts: 5
Joined: Mon Feb 16, 2015 9:11 am

Re: DERGO 3D: An Ogre3D plugin for Blender (WIP/Alpha)

Post by davidB » Sun Jan 03, 2016 4:08 pm

Hi,

I'm the guy behind xbuf (http://www.xbuf.org). There are lot of similarities betwen both project.

Xbuf was created to be cross-community (as I explain few month ago on this forum : xbuf: call for help for an other 3D forma)). Maybe we can join force.

Xbuf already has exporter, for mesh, animation, skeleton.(C++ version of the protocol)

[youtube]Zja7qB_U5ms[/youtube]
0 x

User avatar
SamiTheGreat
Bronze Sponsor
Bronze Sponsor
Posts: 102
Joined: Sat Aug 30, 2008 11:57 am
Location: Finland

Re: DERGO 3D: An Ogre3D plugin for Blender (WIP/Alpha)

Post by SamiTheGreat » Fri Apr 01, 2016 8:40 am

Hi! I found that this is very awesome plugin for blender! I got it all work expect I can't get normal maps to work correctly. Mesh appears full black if normal map is enabled. Console window tells that tangents didn't found. I noticed option to assign UV map under vertex groups menu but that doesn't help. Do I have to generate tangents somewhere in blender or should DERGO automatically generate them?

EDIT: My fault! I noticed that I accidentaly was enabled vertex paint mode in some point while modelling. That caused blender to create vertex colors for a model. I removed that and all works fine now :D
0 x

frostbyte
Orc Shaman
Posts: 737
Joined: Fri May 31, 2013 2:28 am
x 14

Re: DERGO 3D: An Ogre3D plugin for Blender (WIP/Alpha)

Post by frostbyte » Fri Dec 08, 2017 12:04 am

xrgo wrote: ↑Tue Nov 14, 2017 4:00 pm
May I say something a little discouraging...?
I was really really exited about DERGO (since I use blender files in my engine, I edit my materials in blender too)... but... now Blender 2.8 with Eevee is around the corner and I think efforts should be put in making Ogre look closer to Eevee and make a good exporter or blend loader. I think it would be better if you just do all your work in blender and then expect that in Ogre would look the same... or substance, quixel, etc they are all following the same standard..
dark_sylinc wrote: ↑Tue Nov 14, 2017 4:00 pm
I don't see it as discouraging because if Eevee allows for easy PBS setup that easily translates to Cycles, then I could finally have an easy setup for comparing as "ground truth". So that gets me more excited.
Besides, although Eevee definitely fills a hole better than Dergo (lack of real time high quality PBS preview in Blender), Dergo is still useful for interfacing with Ogre: Exporting meshes, materials, testing compositors, testing different shaders (eg. Toon).
Or for example to render stuff that Blender would normally be unable to (or at least at high quality), like Terra.
So while its usefulness diminishes (specially for users outside of Ogre community Dergo's), it's still very useful.
i think blender/cycles nodes in ogre HLMS is a great idea, but also if ogre would just look the same its also great :D
just in case you or xrgo want to tackle the thing...open source Armory engine is already doing this very well...might help...
http://forums.armory3d.org/t/what-used- ... erer/203/4
https://github.com/armory3d/armory/tree ... lender/arm
https://github.com/armory3d/armory/tree/master/Shaders
0 x
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..

coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos

User avatar
dark_sylinc
OGRE Team Member
OGRE Team Member
Posts: 3706
Joined: Sat Jul 21, 2007 4:55 pm
Location: Buenos Aires, Argentina
x 120
Contact:

Re: DERGO 3D: An Ogre3D plugin for Blender (WIP/Alpha)

Post by dark_sylinc » Fri Dec 08, 2017 12:24 am

frostbyte wrote:
Fri Dec 08, 2017 12:04 am
i think blender/cycles nodes in ogre HLMS is a great idea, but also if ogre would just look the same its also great :D
just in case you or xrgo want to tackle the thing...open source Armory engine is already doing this very well...might help...
http://forums.armory3d.org/t/what-used- ... erer/203/4
https://github.com/armory3d/armory/tree ... lender/arm
https://github.com/armory3d/armory/tree/master/Shaders
HLMS is flexible, so an implementation based around blender/cycles is perfectly possible. However that's not the route I personally want to travel. Having others dictate how your shader code must be written can be extremely limiting and frustrating. Blender is optimized for quality, without any regards for real-time performance, or hacks.

I was looking at Armory the other day. What they did was crazy. I was wondering how they did fast live-preview inside of Blender; turns out the developer forked Blender, and added a substantial ammount of code to run Armory's engine inside Blender. The live in-blender preview only works with the Blender version they provide.
I considered that possibility back when doing Dergo, but rejected as I thought it was crazy (too time consuming, it's a PITA to keep up to date with newer versions).
1 x

frostbyte
Orc Shaman
Posts: 737
Joined: Fri May 31, 2013 2:28 am
x 14

Re: DERGO 3D: An Ogre3D plugin for Blender (WIP/Alpha)

Post by frostbyte » Fri Dec 08, 2017 1:19 am

dark_sylinc wrote:
Fri Dec 08, 2017 12:24 am
HLMS is flexible, so an implementation based around blender/cycles is perfectly possible. However that's not the route I personally want to travel. Having others dictate how your shader code must be written can be extremely limiting and frustrating. Blender is optimized for quality, without any regards for real-time performance, or hacks.
personally, if it looks about the same then i don't mind that its not the exact blender nodes/shaders code used.
still it can be cool to have another hlms pipeline dedicated for better quality rather then fps
eevee can be a good compromise, sometimes you need fps, sometimes you just want to show-off pretty stuff...
dark_sylinc wrote:
Fri Dec 08, 2017 12:24 am
I was looking at Armory the other day. What they did was crazy. I was wondering how they did fast live-preview inside of Blender; turns out the developer forked Blender, and added a substantial ammount of code to run Armory's engine inside Blender. The live in-blender preview only works with the Blender version they provide.
I considered that possibility back when doing Dergo, but rejected as I thought it was crazy (too time consuming, it's a PITA to keep up to date with newer versions).
aha yeah, forgot about that 50$ "donation" thingy...
imho in-blender view is not a viable option anymore since blender now has eevee viewport to fill this spot...
perhaps Dergo/Armory can now act as a fast ~good looking viewport for eevee :wink:
if you insist you can try using HWND hijacking hack, for me it works great on windows with swt( the best "worst gui" ever )
but it can get messy with the input system, has some memory leaks and i don't know if its cross platform
i'm also not sure about blender's gui<-->HWnd relationship
even though i appreciate the client/server approach as a more professional solution i must confess that its a lot of fun just running your code "natively" and render it inside another app, its a bit like magic... :lol:

btw, was thinking it can be interesting to replace Armory's "iron/KHA" backend thing with ogre, but that is "something completely different"
cheers...
0 x
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..

coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos

Post Reply