Indigo 0.8 test 1

General News and accouncements regarding the Indigo render engine
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Kram1032
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Post by Kram1032 » Mon Apr 30, 2007 8:38 am

P.O.S?
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Wedge
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Post by Wedge » Mon Apr 30, 2007 12:30 pm

Thanks Nick! I will be eager to test my beach house scene as 0.8 unfolds.

I do have one question, I am somewhat confused on how to turn on/off which buttons:

Bidir / MLT / Hybrid

Bidir can be on/off no matter what MLT or Hybrid is?
MLT can be on/off no matter what Bidir is, but what about Hybrid?
Hybrid uses path tracing and MLT right? So if hybrid then MLT too? (or are MLT tags ignored once hybrid is on?)

Edit: Also Nick I wanted to tell you I am getting some strange error from bidir in the beach house scene. Would you like me to post a small image showing the result? I have been getting it since you enabled bidir, so it is not 8t1 that caused it. :)
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Xman
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Post by Xman » Mon Apr 30, 2007 5:25 pm

Very cool for the t0.8.

thank Nick. :wink:
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Stur
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Post by Stur » Mon Apr 30, 2007 7:44 pm

Thx Nick :)

I didn't know I could use BiDir without MLT though. I always use both, and wondered why my scenes were longer to render with BiDir on as it was supposed to be faster.
So, BiDir only = faster render but BiDir + MLT = longer render ?

By the way, would it be possible, for confused people like me, to make a short topic explaining the aim of each algorithm and when to use it or not ?

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manitwo
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Post by manitwo » Mon Apr 30, 2007 8:12 pm

The "metropolis" setting is ignored if "hybrid" is activated.
The "bidir" setting has still influence tho.
"rqmc" is always enabled.

Possible Combinations:
- MLT Mode: ("Metropolis"-true)
- Pathtracing Mode: ("Metropolis"-false)
- Hybrid Mode: ("Hybrid"-true)
- Bidir MLT Mode: ("Metropolis"-true, "Bidir"-true)
- Bidir Pathtracing: ("Metropolis"-false, "Bidir"-true)
- Bidir Hybrid Mode: ("Hybrid"-true, "Bidir"-true)

The last two modes are recommend.

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CTZn
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Post by CTZn » Mon Apr 30, 2007 10:41 pm

I've been experiencing the issue of images turning black before, that was with 0.6t6. So Ono if there is an element you removed/desactivated since 0.6t6, and reactivated back for 0.8 then this may be related, hope that give an hint... there was no white spots with 06t6 tho (full black).
obsolete asset

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SmartDen
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Post by SmartDen » Mon Apr 30, 2007 11:36 pm

CTZn wrote:I've been experiencing the issue of images turning black before, that was with 0.6t6. So Ono if there is an element you removed/desactivated since 0.6t6, and reactivated back for 0.8 then this may be related, hope that give an hint... there was no white spots with 06t6 tho (full black).
The image turns black if you use Bump maps with Hybrid mode. Somebody must post it in Bugs thread

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OnoSendai
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Post by OnoSendai » Mon Apr 30, 2007 11:52 pm

IanT wrote:Re: Hybrid ... excellent choice :wink: I did some testing with this myself a while ago and it seems Veach was indeed right :wink:

I assume you're still sticking with MLT for whole-sky sampling?

Ian.
Yes, so strictly speaking, it's not a direct/indirect partitioning of the integral, but a easy direct / hard direct + indirect partitioning :)

Big Fan
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Post by Big Fan » Tue May 01, 2007 12:29 am

edited to remove all
Last edited by Big Fan on Mon May 07, 2007 1:50 am, edited 1 time in total.

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zsouthboy
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Post by zsouthboy » Tue May 01, 2007 1:52 am

The image turning black thing I've experienced before - it's not a regression, I think.

Saw it in .7, though don't remember which test.

Didn't bother reporting it - couldn't really reproduce it.

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afecelis
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Post by afecelis » Tue May 01, 2007 2:09 am

Me too, scene going black after a couple of passes (with some white spots), trying to re-render in 0.8 a scene that rendered fine in previous versions. I sent the image to Ono to see if he can reproduce it. :wink:
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tungee
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Post by tungee » Tue May 01, 2007 4:08 am

:wink:
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Kosmokrator
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Post by Kosmokrator » Tue May 01, 2007 5:22 am

any news about the black-widow problem?
Ono?
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afecelis
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Post by afecelis » Tue May 01, 2007 5:31 am

In case you guys also wanna grab the scene, here are the blend and igs files:
http://www.danielpatton.com/afecelis/In ... s/cube.zip
:D
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Heavily Tessellated
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Post by Heavily Tessellated » Tue May 01, 2007 6:13 am

Uhm, I don't know if anyone else has noticed this yet, but the glare and bloom code is flat-out ignoring the threads directive... sure, the console spits out Starting threads... (num threads: 1) and all, but don't believe it. It lies.

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