Indigo 1.1.14

General News and accouncements regarding the Indigo render engine
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fused
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Post by fused » Wed Nov 05, 2008 11:32 pm

this screams for a new instance polycount record :)

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CTZn
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Post by CTZn » Wed Nov 05, 2008 11:59 pm

fused wrote:so i rendered it with SSS. im not even sure if there is any...
Sure there is, and nice one ! That polycount record is going to be crazy... I'm anticipating this :)
obsolete asset

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Borgleader
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Post by Borgleader » Thu Nov 06, 2008 1:54 am

I think I ran out of memory :( Was trying to build an indigo scene with the stargate model from LotRJ and... I got this
Indigo.exe wrote:Fatal Error: IndigoDriverExcep: ObjectExcep: Exception while building tree: Memory allocation failed.
Stopped.
I'll try again at home on my desktop with twice the RAM :lol:
benn hired a mercenary to kill my sig...

riccaten
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indigo error

Post by riccaten » Thu Nov 06, 2008 3:06 am

I use indigo 1.1.14 and blendigo 1.1.13 when run render indigo show me this message:
Fatal Error: IndigoDriverExcep: SceneLoaderExcep: Syntax error while parsing Vec3 from '-1.#IND00 -1.#IND00 -1.#IND00'
Stopped.

Can help me?
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SmartDen
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Post by SmartDen » Thu Nov 06, 2008 3:41 am

actually it's a question for Blendigo/Exporter thread.
share your scene
Last edited by SmartDen on Thu Nov 06, 2008 3:46 am, edited 2 times in total.
Check normals, dude!

Image
Image

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CTZn
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Post by CTZn » Thu Nov 06, 2008 3:43 am

I have the same kind of data sometimes from procedurally generated geometry (obj files), when a vertex position could not be determined (or out of range ?) by the objExport plugin.

I thought I would request OnoSendai to somewhat handle that kind of undetermined data, but didn't until today :)

The workaround for obj files is to manually edit the undetermined value from:

Code: Select all

v -1.#IND -1.#IND -1.#IND

to

Code: Select all

v 0 0 0
or any values actually.
obsolete asset

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fused
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Post by fused » Thu Nov 06, 2008 7:13 pm

ok, after some major changes to the export routine i got Cindigo to export 160.000 instances (with the "Indigo Instance"). Im sure it can handle MUCH more (if your graphics card can handle the ammount of stuff that needs to be drawn in the viewport)

Some infos about the renderings:

rendered for 6h in 3200x1600, resitzed to 1600x1200.

exactly 160.000 instances, each 28.05 million polygons.
making a total of 4.889.187.200.000 polygons (4.8 trillion polygons).

for the large version click on the image.
Image

Image

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suvakas
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Post by suvakas » Thu Nov 06, 2008 7:33 pm

Not bad 8)

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rgigante
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Post by rgigante » Thu Nov 06, 2008 9:36 pm

ahahahahahahahah...my fingers are no more sufficient to store all the instances !!!!

Hey fused, has indigo screamed in processing????

Take care u damn insane!

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fused
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Post by fused » Thu Nov 06, 2008 10:47 pm

rgigante wrote:ahahahahahahahah...my fingers are no more sufficient to store all the instances !!!!

Hey fused, has indigo screamed in processing????
very loud. sounded like it was in pain - kept me up all night ;)
rgigante wrote:Take care u damn insane!
:twisted:
:D

dmn
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Post by dmn » Fri Nov 07, 2008 12:13 pm

fused wrote:4.8 trillion polygons
:shock: gah...

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Borgleader
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Post by Borgleader » Fri Nov 07, 2008 12:23 pm

dmn wrote:
fused wrote:4.8 trillion polygons
:shock: gah...
/falls off chair
benn hired a mercenary to kill my sig...

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pixie
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Post by pixie » Fri Nov 07, 2008 1:50 pm

In Portugal it would only be 4.8 billion polygons :p

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Phr0stByte
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Post by Phr0stByte » Sat Nov 08, 2008 12:29 am

Hmmmmmm... The last linux build was v1.0.9_2

I want to cry :cry:

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Pinko5
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Post by Pinko5 » Sat Nov 08, 2008 12:41 am

Phr0stByte wrote:Hmmmmmm... The last linux build was v1.0.9_2

I want to cry :cry:
For this reason i can install a linux o.s. :(
Luca.

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