Search found 1033 matches

Search found 1033 matches
by Headroom
Fri Jun 11, 2021 12:33 pm
Forum: Works in Progress
Topic: is anybody there!
Replies: 11
Views: 1901

Re: is anybody there!

Scenes that are dominated by glass are better rendered in Bidir. While that is CPU only it provides better results faster than path/GPU.
by Headroom
Fri Jun 11, 2021 12:16 pm
Forum: Works in Progress
Topic: is anybody there!
Replies: 11
Views: 1901

Re: is anybody there!

Scebs where glass materials dominate are better not rendered with Path/GPU.
I'd try to render this with bidirectional path tracing. While that is CPU only it creates better results for glass heavy scenes.
You can also increase subsampling
by Headroom
Thu Jun 10, 2021 6:30 am
Forum: Works in Progress
Topic: is anybody there!
Replies: 11
Views: 1901

Re: is anybody there!

This forum is notoriously slow in responses ;-) I don't work with C4D (I use Blender) but I believe cone light sources are C4D specific and not directly supported by Indigo. In Indigo you basically have either mesh emitters, HDRI light sources IES light sources or the Sun. To create a cone light you...
by Headroom
Mon May 24, 2021 12:48 am
Forum: Works in Progress
Topic: Simple interior
Replies: 0
Views: 567

Simple interior

Could not come up with a better title ;-) The main objects in the scene are all designed with CAD software and what an odyssey around the limitations of software (including Blendigo) it was to get this to export and render properly. The lamp and the computer desk already exist as physical artifacts....
by Headroom
Mon May 24, 2021 12:21 am
Forum: Works in Progress
Topic: is anybody there!
Replies: 11
Views: 1901

Re: is anybody there!

Nice renders, but I believe that there are generally too many glossy surfaces in the scene. If you want your jewelry designs to pop then a rougher, the more diffuse surface is probably a better choice and will render much faster. Looking at one particular render the surfaces don't blend together. Do...
by Headroom
Fri May 21, 2021 4:40 am
Forum: Blender
Topic: Blendigo 4.3.0 - Blender 2.8
Replies: 16
Views: 11291

Re: Blendigo 4.3.0 - Blender 2.8

Heck, I'd already be happy if Blendigo would support custom vertex normals and add some of the GPU related setting (max path depth for example) which aren't exposed in the current version of Blendigo.

The lack of participation of the developers on this forum is disheartening!
by Headroom
Sun May 09, 2021 6:53 am
Forum: Indigo General Stuff
Topic: Material renders differently between GPU and CPU ?
Replies: 0
Views: 675

Material renders differently between GPU and CPU ?

I am experimenting with the Dichroic coated glass https://www.indigorenderer.com/materials/materials/1071 . With Bidir Path it renders as shown in the image in the material library, but when I switch this to Patg/GPU it renders clear. I am assuming that there is some feature that ins;lt supported on...
by Headroom
Thu May 06, 2021 2:19 am
Forum: Indigo General Stuff
Topic: MLT and BiDir on GPU
Replies: 9
Views: 5875

Re: MLT and BiDir on GPU

@Ono is there an update on this ?
by Headroom
Thu Apr 15, 2021 3:38 am
Forum: Indigo General Stuff
Topic: Do Indigo/Blendigo support custom vertex normals ?
Replies: 8
Views: 2198

Re: Do Indigo/Blendigo support custom vertex normals ?

@pixie, what format do you want this in ? The original file is in Blender, but I use an external material for the glass ( Lead Crystal form the material DB) and an HDRI for some of the illumination. I cannot pack these into the Blender file, but can "ship" those with the Blender file, then you'll ha...
by Headroom
Sat Mar 27, 2021 3:49 am
Forum: Indigo General Stuff
Topic: Do Indigo/Blendigo support custom vertex normals ?
Replies: 8
Views: 2198

Re: Do Indigo/Blendigo support custom vertex normals ?

When imported geometry has custom vertex normals, the Object Data Panel in Blender will allow you to clear the Custom Split Normals Data. Otherwise you can add that data. The imported .obj does have custom (split) vertex normals, as expected. The .stl does not, also as expected. In LuxCore render th...
by Headroom
Thu Mar 04, 2021 1:06 am
Forum: Indigo General Stuff
Topic: Do Indigo/Blendigo support custom vertex normals ?
Replies: 8
Views: 2198

Do Indigo/Blendigo support custom vertex normals ?

I am not sure whether or not this needs to be supported in Blendigo and Indigo. CAD models, when exported as .obj contain custom vertex normals (custom split vertex normals in Blender). This helps reducing render artifacts and can only be worked around to a degree by exporting models with very high ...
by Headroom
Wed Feb 17, 2021 5:24 am
Forum: Finished Artwork
Topic: Just a random doodle render
Replies: 6
Views: 2316

Re: Just a random doodle render

Here are some more doodles
Twist_torus.jpg
Gyroid_Jelly.png
by Headroom
Wed Feb 17, 2021 5:23 am
Forum: Finished Artwork
Topic: Just a random doodle render
Replies: 6
Views: 2316

Re: Just a random doodle render

It's not a very well-known CAD software but has some powerful modeling tools that are not present in that form in packages that are much more expensive. , e.g. SolidWorks.
by Headroom
Tue Feb 02, 2021 11:56 am
Forum: Finished Artwork
Topic: Just a random doodle render
Replies: 6
Views: 2316

Just a random doodle render

Most people, around here are using Polygon/Sup-D modeling software to create models. This object was modeled in ZW3d, a CAD application. Exported as a triangulated .stl mesh and then imported into Blender where the simple cloth background was added.
CrazyVasy 2.jpg
by Headroom
Tue Feb 02, 2021 11:51 am
Forum: Indigo General Stuff
Topic: Submitting a Proper" .pigs (.vui) file to the Ranch Render Farm
Replies: 1
Views: 1135

Re: Submitting a Proper" .pigs (.vui) file to the Ranch Render Farm

Tuns out that I had Pathtracing/GPU enabled and that created the problem.

Never mind ;-)
Search found 1033 matches