General News and accouncements regarding the Indigo render engine
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Phil
- Posts: 154
- Joined: Mon Nov 06, 2006 2:22 am
- Location: St. Wendel, Germany
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by Phil » Sun Jan 21, 2007 7:04 am
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oodmb
- Posts: 271
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- Location: USA
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by oodmb » Sun Jan 21, 2007 7:05 am
that might explain why i have only gotten 100 hits
a shiny monkey is a happy monkey
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jansan
- Posts: 78
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- Location: Dominican Rep.
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by jansan » Sun Jan 21, 2007 8:05 am
In UV texture on glass? Jan 02- 07
radiance wrote:textures on specular are supported,
but alpha channels are not yet...
so it's impossible with an alpha texture.
You could model the image as a mesh...
Radiance
But. I see that Manitwo profit with Indigo 0.7-test1 and 0.7-test2 images with alpha channel (in Prev. page), as you obtained it? , as they are the adjustments? , or better even you can put the file of the leaves with alpha channel,
Thxs
Jansan
Sorry my bad English
Last edited by
jansan on Sun Jan 21, 2007 10:38 am, edited 3 times in total.
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filippo
- Posts: 658
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- Location: italia(senigallia-an)
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by filippo » Sun Jan 21, 2007 8:10 am
if there aren't the exporter(I use 3ds max), can I try Indigo 0.7?
se non ci sono exporter come posso testare indigo ?
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb
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CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
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by CTZn » Tue Jan 23, 2007 9:12 am
Good morning,
I'm experiencing inconsistencies with tonemapping, after some iterations it can jumps to a very dark image all of a suddden, while the previous iterations where showing a balanced incoming image. But most of the time the image is displayed and saved as FULL WHITE (all pixels), from the beginning or even just after some mutations. The same scene renders fine in 0.7t1.
I noticed the issue was more likely to occure with higher rez images, maybe a sync prob with display/upload settings ?
I can share the xml if needed.
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Whaat

- Posts: 1827
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- Location: Canada
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by Whaat » Fri Mar 30, 2007 10:22 am
OnoSendai wrote:
Changelog:
v0.7 test 2
* reverse gamma correcting diffuse and phong diffuse RGB colours
Ono,
Does this mean that I don't need to manually apply the 2.2 exponent to the RGB colors like I was doing with Indigo 0.6?
What about albedo textures? Do we keep the exponent tag at 2.2 or change it to 1?
What about the RGB spectrum element? (meshlights or absorptivity) Should I be applying any exponent to these values?
I couldn't find an answer to these questions in the forums. I want to make sure SkIndigo 0.7 exports the RGB values properly.
Thanks!
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OnoSendai

- Posts: 6243
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- Location: Wellington, NZ
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by OnoSendai » Sat Mar 31, 2007 5:33 am
yes, you don't need to apply 2.2 exponent for RGB colours any more, for diffuse and phong untextured mats.
U still need an exponent of 2.2 for the textures.
RGB spectra aren't reverse gamma corrected yet, so you could apply exponent to these values if u want.
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