Indigo 1.1.8

General News and accouncements regarding the Indigo render engine
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Whaat
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Post by Whaat » Fri Aug 08, 2008 5:27 am

Right on!!

SkIndigo users can look forward to a sweet new release in the coming days...

Thanks!

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zsouthboy
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Post by zsouthboy » Fri Aug 08, 2008 5:31 am

Of course, thank you as always.

Is there any way give you support financially, Ono? (Besides running some renders through the RANCH?)

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Zom-B
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Post by Zom-B » Fri Aug 08, 2008 5:32 am

Thanks for the release master Ono!

I look forward to check out the new " added wrap_u, wrap_v, view_dependent_subdivision, displacement_error_threshold" stuff :D

But I'm missing the "patterned_frosted_glass_test.igs" testscene :(
polygonmanufaktur.de

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Whaat
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Post by Whaat » Fri Aug 08, 2008 6:28 am

Ono...I really need an example or some documentation on how to use efficacy scale with emitting materials. I haven't found anything updated in the manual yet.

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zsouthboy
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Post by zsouthboy » Fri Aug 08, 2008 6:58 am

wrap_u and wrap_v don't seem to be working?

(I put them in <mesh>)

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Whaat
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Post by Whaat » Fri Aug 08, 2008 7:34 am

Fatal Error: IndigoDriverExcep: ObjectExcep: Tried to do a view-dependent subdivision on an instanced mesh. (subdivide_pixel_threshold > 0.0)
Stopped.
I'm getting this error when trying to render simple preview scenes that do not even have any subdivision parameters in the XML file.
Attachments
IMPsphere.igs
(35.83 KiB) Downloaded 236 times

Big Fan
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Post by Big Fan » Fri Aug 08, 2008 10:10 am

ok started playing

getting this fatal error

i==cdf.size()

any idea where thats coming from?

EDIT: seems to come from selecting env:lit by emitters for an emissive material but not actually having one set as emissive :wink:
Last edited by Big Fan on Fri Aug 08, 2008 12:25 pm, edited 1 time in total.

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CTZn
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Post by CTZn » Fri Aug 08, 2008 12:21 pm

Thanks Ono !

I have to support the interrogation about external meshes. I will even go further: external meshes have their own normals, and that's fine, because they are user-defined. I'm considering the workaround of splitting uvs to force hard edges (ala edgesplit but uvsplit), but that's not a way I'm used with.

:?:
obsolete asset

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Phr0stByte
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Post by Phr0stByte » Fri Aug 08, 2008 1:16 pm

Two words - to be polite, three: "Linux binary, PLEASE!"

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joegiampaoli
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Post by joegiampaoli » Fri Aug 08, 2008 1:59 pm

Thx a lot Ono!
Joe Giampaoli
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Post by Big Fan » Fri Aug 08, 2008 3:30 pm

Giving up on ono.. -I cant find any good supplied info that details what I need-
If another exporter developer can tell me how .igs code for a material is supposed to look with a full compliment of different texture, bump, exponent and displacement maps and also be emissive with a map I would appreciate it
For the life of me I dont see how the textures work and get referenced now
Thanks

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OnoSendai
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Post by OnoSendai » Fri Aug 08, 2008 5:44 pm

suvakas wrote:Cool.
What about the normals ? No fixes in that department?

[edit]
Nope. Tested twice. Still broken for obj and 3ds.:cry:
Is there anything you can do about it or are obj and 3ds obsolete and the xml is the way to go in the future?
They're not obsolete, I just haven't fixed that yet.

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OnoSendai
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Post by OnoSendai » Fri Aug 08, 2008 5:45 pm

zsouthboy wrote:Of course, thank you as always.

Is there any way give you support financially, Ono? (Besides running some renders through the RANCH?)
Sure, send me a donation through PayPal (link is on front page)

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fused
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Post by fused » Fri Aug 08, 2008 7:36 pm

Big Fan wrote:Giving up on ono.. -I cant find any good supplied info that details what I need-
If another exporter developer can tell me how .igs code for a material is supposed to look with a full compliment of different texture, bump, exponent and displacement maps and also be emissive with a map I would appreciate it
For the life of me I dont see how the textures work and get referenced now
Thanks
hope you dont mind one of the peasants answering ;)

Code: Select all

<material>
	<name>diffuseMat</name>
	<diffuse>
		<texture>
			<uv_set>albedo</uv_set>
			<path>somepath.jopg</path>
			<exponent>2.2</exponent>
		</texture>

		<texture>
			<uv_set>bump</uv_set>
			<path>somepath.jopg</path>
			<exponent>2.2</exponent>
		</texture>

		<texture>
			<uv_set>base_emission</uv_set>
			<path>somepath.jopg</path>
			<exponent>2.2</exponent>
		</texture>

		<albedo>
			<texture>
				<texture_index>0</texture_index>
			</texture>
		</albedo>

		<bump>
			<texture>
				<texture_index>1</texture_index>
			</texture>
		</bump>

		<base_emission>
			<texture>
				<texture_index>2</texture_index>
			</texture>
		</base_emission>
	</diffuse>
</material>

Big Fan
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Post by Big Fan » Fri Aug 08, 2008 7:58 pm

hooray! thank you - a very useful post -peasants can be just adoreable sometimes :wink: no executions this week..dont expect promotion though :D

ok now here is my next question but useless ono can get off his butt and answer this one:
what happened to exponent maps?
there is no mention of these in the latest pdf
albedo, bump, displacement, emission...(exponent?)
Last edited by Big Fan on Fri Aug 08, 2008 8:15 pm, edited 1 time in total.

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