General News and accouncements regarding the Indigo render engine
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Zom-B

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by Zom-B » Mon Jan 07, 2013 5:20 am
thanks for the update :)
I can now confirm the speedup in subdiv inside a simple scene with 6 steps:
3.6.2: 12.7 sec
3.6.4: 9.4sec
Speedups are always sweet :)
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OnoSendai

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by OnoSendai » Mon Jan 07, 2013 5:45 am
Zom-B wrote:thanks for the update
I can now confirm the speedup in subdiv inside a simple scene with 6 steps:
3.6.2: 12.7 sec
3.6.4: 9.4sec
Speedups are always sweet

Great.
Displacement should be a lot faster as well.
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dag
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by dag » Mon Jan 07, 2013 5:52 am
Spherical tiles ok now, but there's vertical lines that are brighter on both edges.
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- left edge
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CTZn
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by CTZn » Tue Jan 08, 2013 1:12 am
Good job with the displacement speed, it feels alright. The new numeric fields are just perfect.
A few notes, granted that the features are in beta:
- albedo shaders must be gamma corrected; it might be better if that was managed at a lower level than ISL.
- displacement seems to use swapped axis to evaluate posOS(), see attached.
- is the usage of posOS() possible for bump mapping ?
- 2d pendants of the multifractal, and 3d voronoi please :D
To be honest I'm a bit overhelmed by the expanding noises set, furthermore I came to forget about their develloped, native implementation.
But once it's complete I'll be punished and will have to get something out of that ☺
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- bug orthogonal shaders.pigs
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OnoSendai

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by OnoSendai » Tue Jan 08, 2013 1:25 am
CTZn wrote:Good job with the displacement speed, it feels alright. The new numeric fields are just perfect.
A few notes, granted that the features are in beta:
- albedo shaders must be gamma corrected; it might be better if that was managed at a lower level than ISL.
- displacement seems to use swapped axis to evaluate posOS(), see attached.
- is the usage of posOS() possible for bump mapping ?
- 2d pendants of the multifractal, and 3d voronoi please
To be honest I'm a bit overhelmed by the expanding noises set, furthermore I came to forget about their develloped, native implementation.
But once it's complete I'll be punished and will have to get something out of that ☺
"albedo shaders must be gamma corrected;": According to whom? Why?
"displacement seems to use swapped axis to evaluate posOS(), see attached" Which axis are you referring to?
" is the usage of posOS() possible for bump mapping ?": not yet.
"2d pendants of the multifractal," : 'pendants'? What do you mean by that?
"3d voronoi": Can add, will be quite slow tho

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CTZn
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by CTZn » Tue Jan 08, 2013 1:39 am
"albedo shaders must be gamma corrected;": According to whom? Why?
According to the sole me of course, I'll have to double check about that.
"displacement seems to use swapped axis to evaluate posOS(), see attached" Which axis are you referring to?
Z (right hand swap) ? In the attached scene, the displaced veins are running horizontally and vertically in the albedo while using the same-ish code. I was wondering if you were trying to get me into matrices one more time...
* ok
* pendant: version, sorry. Blame my globish.
* ok
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OnoSendai

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by OnoSendai » Tue Jan 08, 2013 1:59 am
dag wrote:Spherical tiles ok now, but there's vertical lines that are brighter on both edges.
What render mode are you using, single dir or bidir?
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OnoSendai

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by OnoSendai » Tue Jan 08, 2013 2:26 am
dag wrote:Spherical tiles ok now, but there's vertical lines that are brighter on both edges.
Better yet, can you send me the (simplified) scene?
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FakeShamus
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by FakeShamus » Wed Jan 09, 2013 6:52 am
hey Ono,
I'm not seeing the speed-up on subdivision and displacement on the new build. I'm using theOSX version.
on the "infinite head" scene I've been playing with, for example, 3.6.2 blazes through 4 levels of subdiv (generates 1,000,000 quads in 1.6 seconds), but 3.6.4 takes several minutes and then crashes on the last subdiv level using the same scene.
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noldo
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by noldo » Wed Jan 09, 2013 6:57 am
With gpu acceleration, the sun light not working. (Skindigo + indigo rt 64 bit)
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OnoSendai

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by OnoSendai » Wed Jan 09, 2013 6:58 am
FakeShamus wrote:hey Ono,
I'm not seeing the speed-up on subdivision and displacement on the new build. I'm using theOSX version.
on the "infinite head" scene I've been playing with, for example, 3.6.2 blazes through 4 levels of subdiv (generates 1,000,000 quads in 1.6 seconds), but 3.6.4 takes several minutes and then crashes on the last subdiv level using the same scene.
Ok, thanks for report. The performance is quite dependent on the compiler and libraries. Will fix.
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dag
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by dag » Wed Jan 09, 2013 11:39 am
OnoSendai wrote:dag wrote:Spherical tiles ok now, but there's vertical lines that are brighter on both edges.
Better yet, can you send me the (simplified) scene?
Happens only with bidir.
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- room.pigs
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Pibuz

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by Pibuz » Sat Jan 12, 2013 4:50 am
Sorry, small request (too silly to open a new topic): would it be possible to make invisible a EXR map as a checkbox in the Indigo GUI?
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Zom-B

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by Zom-B » Sat Jan 12, 2013 5:05 am
Something like a integrated alpha of the BG in the actual rendering, right?
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