It's been a long time since I don't post a topic in this subforum.
I've been very tired of the Ogre 2.1 branch, so I decided to work in a side project last two weekends that is looking more and more promising.
I present you: DERGO. (That's Ogre3D backwards!)
It's a Blender plugin that renders the 3D output of Blender in real time inside of Ogre. It requires Blender 2.76; Enough talking, video time!
What's the point of it? I have two main goals:
- Use it as a fully-fledged renderer. Similar to what Crytek wants to do with Cinebox. Use regular game rendering techniques to animate movies (except that Cinebox tries to move your workflow to its own UI environment, while Dergo relies on Blender to do all the animation, camera, keyframing, etc).
- Use it as a real time material / mesh / scene editor.
I'm personally more interested in the first point, but certainly the rest of the community will benefit more or find more useful the second goal.
Exporting the whole scene should be possible. The scene data is already there, and the materials too. We also have mesh data, but we let Blender skin the meshes with skeletons, so we wouldn't be able to export animated meshes (not at least without additional code).
I expect artists already familiar with Blender to love it, and those that are not familiar, can get used to it and have a UI to tweak their materials in real time. Not to mention they get to learn live how their changes translate to Ogre's parameters.
Granted, Blender's UI isn't the most user-friendly for the newcomers (quite a difficult learning curve), but editing materials will be quite easy. You don't need to know Blender in depth.
In its current state, it is not exporting materials. That's why the video everything is grey (coloured lights work though!). Soon I'll be implementing the material export and UI.
It is very WIP right now, background colour can't be changed
Once I'm done with that, I'll probably focus on Metallic workflow and fresnel textures which are missing in Ogre 2.1; and will greatly benefit this project (and some users that have been requesting this feature for ages!).
How does it work? the plugin gathers all mesh & material changes, and sends it through TCP to the server. The server can also send the rendered results back via TCP.
I don't know about you guys but I'm really excited about this project.
The repository can be found at:
There are build instructions but I won't be providing assistance on building the source code. Not at least yet. It's very WIP and constantly changing.
It's being linked against the latest commit of the 2.1-pso branch of Ogre (this is very important: branch 2.1-pso, not 2.1).
If you want to check it out right now, you can download the already compiled plugin. The server must be running at localhost at port 9995 before Blender is launched. Make sure you follow the same steps I do in the video. If the server crashes, reestablishing a connection is hard right now. Probably it will be easier if you just restart the server and Blender alltogether.
If it doesn't work for you, bummer. It's in alpha. I don't care. It's not yet the time to focus on "it doesn't work on my machine requests".