Search found 10 matches
- Wed Nov 08, 2006 6:46 am
- Forum: Off Topic
- Topic: Steep Parallax Mapping
- Replies: 2
- Views: 2134
Interesting idea but I think its mainly for real time 3D engines using pixel shaders. Theres no doubt that some of the next gen game consoles and video cards will be pushing the limits into what only used to be rendered. Can't wait to see some great games using this stuff, even if that means I'll ne...
- Tue Nov 07, 2006 2:41 pm
- Forum: Indigo News and Announcements
- Topic: NEW Site up ;-)
- Replies: 37
- Views: 30569
Hey Radiance Running on Firefox 1.5.0.7 under debian linux, KDE 3.5.5. The only things I've noticed was my logon name changed (not a big deal since you mentioned it plainly), and the chat window font size looks a little big, but I'm running 2304x1440 with a larger than normal system font, so maybe t...
- Sun Nov 05, 2006 4:07 am
- Forum: Indigo General Stuff
- Topic: Sub Division Surfaces
- Replies: 6
- Views: 3186
Very Cool :D :D Does anyone know if theres a way to do this in the blender exporter? Would I need to export to OBJ file and then hand edit main xml? Not using test 6 yet, can it be done with that in blender? Or does the exporter know if an object instance is being used in blender and automatically d...
- Sat Nov 04, 2006 9:36 pm
- Forum: Indigo General Stuff
- Topic: Sub Division Surfaces
- Replies: 6
- Views: 3186
Thats what I wasn't sure of. It seems that most of the geometry I'm seeing is fairly simple compared too something you would see in renderman. The only problem I see is SDS without displacement mapping doesn't offer any real benefits. Rendertime SDS and DM are usually used together to create a great...
- Sat Nov 04, 2006 4:24 pm
- Forum: Indigo General Stuff
- Topic: Sub Division Surfaces
- Replies: 6
- Views: 3186
Yes. http://en.wikipedia.org/wiki/Micropolygon The scene geometry is tesselated based on its orientation to the pixels of final render and then run through shaders such as displacement maps and so on ... Whats so neat about this is displacements are done at the pixel level no matter the original mes...
- Fri Nov 03, 2006 10:42 am
- Forum: Indigo General Stuff
- Topic: Sub Division Surfaces
- Replies: 6
- Views: 3186
Sub Division Surfaces
greetings, I was just wondering if a MLT renderer could be capable of doing sub division surfaces with dispacement mapping (micro pixels) on the fly (like the way renderman prman renderers do)? I really like how these techniques work in renderman to create very complicated shapes with very small pro...
- Sun Oct 29, 2006 11:21 pm
- Forum: Bugs and Requests
- Topic: Render Farm Feature Requests
- Replies: 6
- Views: 3036
That would be fine! As long as the it errors cleanly back to console with error codes or log its not a big deal to script in a loop. Just want to say I'm very impressed with the quick response and openness to ideas! Love this renderer and think its got a BIG future!!! Thanks for all the fish! BTW in...
- Sun Oct 29, 2006 10:18 pm
- Forum: Bugs and Requests
- Topic: Render Farm Feature Requests
- Replies: 6
- Views: 3036
!!!!That would be wonderfull!!!! :P :P Also no critical error on no master or tcp/ip connection (maybe another ini option?) would allow slave to run in background as a daemon. Because I'm running a cluster on rack with only one shared monitor and keyboard I depend completely on script automation to ...
- Sun Oct 29, 2006 9:51 pm
- Forum: Bugs and Requests
- Topic: Render Farm Feature Requests
- Replies: 6
- Views: 3036
WOW fast reponse! Thanks for the advice. How would that handle the dialog box output on error? Would I still need to capture errors and manually kill the app? I know diverting the output from all ten nodes is not an option (they would all be complaining at once when the master stopped! then when the...
- Sun Oct 29, 2006 9:15 pm
- Forum: Bugs and Requests
- Topic: Render Farm Feature Requests
- Replies: 6
- Views: 3036
Render Farm Feature Requests
Greetings, I've recently setup indigo to run on a all linux render farm (10 node dedicated cluster), and have run into a great deal of trouble from a couple of features. I prefer to run each node from the command line only, without loading Xwindows (faster boot times and smaller memory footprint) bu...