General News and accouncements regarding the Indigo render engine
-
Big Fan
- Posts: 745
- Joined: Tue Oct 17, 2006 9:37 am
- Location: Nelson NZ
Post
by Big Fan » Sun Jan 27, 2008 2:48 pm

kram and psor our friendly forum spammers...

-
psor

- Posts: 1295
- Joined: Sun Jun 25, 2006 1:25 am
- Location: Berlin
-
Contact:
Post
by psor » Sun Jan 27, 2008 2:57 pm
"The sleeper must awaken"
-
Kram1032
- Posts: 6649
- Joined: Tue Jan 23, 2007 3:55 am
- Location: Austria near Vienna
Post
by Kram1032 » Sun Jan 27, 2008 11:20 pm
Hard to stop

-
Roger
- Posts: 94
- Joined: Sat Sep 16, 2006 4:56 am
- Location: The Netherlands
-
Contact:
Post
by Roger » Mon Jan 28, 2008 1:00 am
Guess what. I got dof

.
I scaled the scene down to like two inches, selected the object I wished to have in focus, made that the focal distance, lowered the f-stop to 1,4 and rendered

. Dof

.
Thanks for the discussion fella's.
Sander "Roger" Wit
The Netherlands
-
Kram1032
- Posts: 6649
- Joined: Tue Jan 23, 2007 3:55 am
- Location: Austria near Vienna
Post
by Kram1032 » Mon Jan 28, 2008 1:03 am
Great
Now, to avoid precession errors due to blender, use the world scale factor instead

It works just like scaling the scene but the precession in lower decimals doesn't get affected.
If you set the scene scale factor to 0.0508, you also have a 2 inches scene, when it was metres before

-
Big Fan
- Posts: 745
- Joined: Tue Oct 17, 2006 9:37 am
- Location: Nelson NZ
Post
by Big Fan » Tue Jan 29, 2008 8:56 pm
ok just for general interest here is a dof series just to show it works.. and with a world scale factor
bear in mind my blendigo is slightly different from the official one and shows a bit stronger blur
the focus point is the staple bending 'anvil' of the light grey one
...and yes I didnt render these very long, sorry...

the +- numbers are the calculated dof
you can see at close up distances even high fstop like f/44 numbers dont give that much dof - this is 35mm lens
maybe that helps someone

-
Attachments
-

- focus series.jpg (542.07 KiB) Viewed 5449 times
-
Roger
- Posts: 94
- Joined: Sat Sep 16, 2006 4:56 am
- Location: The Netherlands
-
Contact:
Post
by Roger » Sun Feb 03, 2008 11:35 pm
I've made a bedroom with Indigo 1.0.4 using an Exit Portal. It didn't worked for a long long time so I'm real happy with the result. So much quicker! Also used a diffuse transmitter material (using a blend material) for the first time. Is it possible to get more accurate shadow results using it? Now it's a perfect shadow in stead of like rimpled semi-shadows, see what I mean?

Click image to see a breakdown.
It's a nice hour render btw.
Sander "Roger" Wit
The Netherlands
-
Kram1032
- Posts: 6649
- Joined: Tue Jan 23, 2007 3:55 am
- Location: Austria near Vienna
Post
by Kram1032 » Mon Feb 04, 2008 1:44 am
Hum... In that case, you might need to use real SSS...
Or, you do it with a tiny, highly tiled fabric texture, which shows the holes of the fabric... you can use it as an alpha map and blend the whole thing with that

-
Roger
- Posts: 94
- Joined: Sat Sep 16, 2006 4:56 am
- Location: The Netherlands
-
Contact:
Post
by Roger » Fri Feb 08, 2008 6:15 am
Thanks for the reply Kram, but I don't get that to work.
Code: Select all
<material>
<name>ondoorzicht</name>
<diffuse>
<albedo_spectrum>
<rgb>
<rgb>1 1 1</rgb>
<gamma>2.2</gamma>
</rgb></albedo_spectrum>
</diffuse>
</material>
<medium>
<name>doorzicht</name>
<precedence>10</precedence>
<basic>
<ior>1</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>0 0 0</rgb>
<gamma>2.2</gamma>
</rgb>
</absorption_coefficient_spectrum>
</basic>
</medium>
<material>
<name>doorzicht</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>doorzicht</internal_medium_name>
</specular>
</material>
<material>
<name>gordijn</name>
<blend>
<a_name>doorzicht</a_name>
<b_name>ondoorzicht</b_name>
<blend_factor>0.75</blend_factor>
<blend_map>
<path>01.jpg</path>
<uv_set>uv</uv_set>
<exponent>1.000000</exponent>
<a>0</a>
<b>1</b>
<c>0</c>
</blend_map>
</blend>
</material>
This is what I got. Am I doing it wrong?
----EDIT----
Never mind, I read the grass tutorial and saw I needed the Null material in stead of a transparant ior1 specular material. This is what I got. Pretty neat though you can see right through now, with curtains you can't, you can just see the shadows that fall on it from the other side.

Done with the checkers image. In top with low frequency tile, in bottom pretty high freq tile.
Sander "Roger" Wit
The Netherlands
-
Kram1032
- Posts: 6649
- Joined: Tue Jan 23, 2007 3:55 am
- Location: Austria near Vienna
Post
by Kram1032 » Sat Feb 09, 2008 10:03 pm
That's not the kind of map, you'd need

You need one, that looks like overlapping fabrics

The lower one has the correct frequency, I guess, but there are too many transparent parts.

-
Roger
- Posts: 94
- Joined: Sat Sep 16, 2006 4:56 am
- Location: The Netherlands
-
Contact:
Post
by Roger » Sun Feb 10, 2008 3:41 am
I feel like I'm bumping the threat, but I'm using Indigo 1.0.4 so hey!

This is what I got using:

Thanks pal, works a lot better.
Sander "Roger" Wit
The Netherlands
-
BbB
- Posts: 1996
- Joined: Fri Feb 09, 2007 8:28 am
- Location: Berlin
-
Contact:
Post
by BbB » Sun Feb 10, 2008 4:14 am
I would use this image but inverted. i.e. the negative, with a lot more dark than white.
-
Kram1032
- Posts: 6649
- Joined: Tue Jan 23, 2007 3:55 am
- Location: Austria near Vienna
Post
by Kram1032 » Sun Feb 10, 2008 4:57 am
I think, it'd get too transparent, then, BbB...
It already is quite transparent like that.. under circumstances, you'd need even less black parts, if you want to simulate a thicker curtain...
also a way to simulate further (though, in this case, for more transparency) would be a triple blend:
- diffuse
+
- diffuse transmitter
___________________
+
- NULL - with this alphamap
The diffuse map could even use that alphamap as a bumpmap

-
Wedge
- Posts: 441
- Joined: Sun Jan 14, 2007 11:33 am
- Location: East Coast, USA
Post
by Wedge » Sun Feb 10, 2008 11:37 am
Awesome work with the curtains!

Content contained in my posts is for informational purposes only and is used at your own risk.
-
BbB
- Posts: 1996
- Joined: Fri Feb 09, 2007 8:28 am
- Location: Berlin
-
Contact:
Post
by BbB » Sun Feb 10, 2008 12:10 pm
I meant white as in transparent. I suggested it because I thought it was way too transparent. Now it depends where the null is in the blend relative to your map...
Who is online
Users browsing this forum: No registered users and 37 guests