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0.6 test 2... half baked or fully baked? :)

Posted: Sun Sep 03, 2006 12:37 am
by OnoSendai
Ok... so i've got a really half-baked release, 0.6 test2,
that i could put up. Since i recoded so much stuff, a *lot* of stuff is broken.
Broken things:
normal (backwards) path tracing, dispersion, absorption, image saving in non-mlt mode, double sided mats, probably lots of other stuff too.
However, what's there works really well, and should be faster and with less noise?
So do people want to try this out, or should i fix it all first? (may take a week or so)

Posted: Sun Sep 03, 2006 12:48 am
by arneoog
I don't know :)
But if you put it up now we will still get the fixed version when it's done.. ...right? 8)
So It's the same for me :P :? heh...

Edit: Maybe you should, at least if there is some new stuff we exporter writers need to add in :)

Posted: Sun Sep 03, 2006 12:50 am
by OnoSendai
Yes... i will still fix the missing features :)

EDIT: the scene format is unchanged, it's just the rendering core that has changed.

Posted: Sun Sep 03, 2006 12:59 am
by Jedrzej_s
I want this broken test release :). I want test it :). Would be nice to see now what you did Ono with Indigo :).

Regards and THX :)

Posted: Sun Sep 03, 2006 1:06 am
by Behrendt
NO! Please don't release any 0.62 or something. In the past versions many small things didn't work, for every release a new exporter and so on. I think it gets impossible to get an good workflow with many of this bugs.

Posted: Sun Sep 03, 2006 1:08 am
by OnoSendai
Behrendt: well, you don't *have* to use it

Posted: Sun Sep 03, 2006 1:10 am
by Jedrzej_s
Behrendt <- YES, he don't *have* to use it :)

But I want use it !!! Ono, give us this test version, please !!!!!!! :)

Posted: Sun Sep 03, 2006 1:18 am
by Zom-B
I would love to get a v062 for testing!!!

But I think its realy important to post a "Knowen Bugs List" too, not only a changelog!
So everybody would know what the v062 is all about, reducing bug posting of stuff that is already known!

Posted: Sun Sep 03, 2006 1:23 am
by OnoSendai
5 vs 3: release it is :)

EDIT: taken down, it crashes outside of the IDE :)
EDIT EDIT: time for some coffee, then i will fix and re-release!!!:)

list of broken stuff coming...
General guide: just stick to bidir path tracing or bidir with MLT.
And remember that only bidir with MLT saves the image to disk :)

Posted: Sun Sep 03, 2006 1:29 am
by zuegs
I think it's your descition. If you like to get some feedback from us about the new version then you should release it. If you don't like to answer a list of questions about what why does not ....... then do not :wink:

By the way I just saw you released it... :shock: :D ok, there we will go... 8)

EDIT: and away :( :cry: I was too slow :wink:
EDIT EDIT: take your time, will take a coffee too for you :lol:

Posted: Sun Sep 03, 2006 1:34 am
by Jedrzej_s
Hmmmm... we will wait :).

Posted: Sun Sep 03, 2006 1:41 am
by manitwo
wohooo :lol: can't wait to test it

Posted: Sun Sep 03, 2006 1:45 am
by zuegs
www.indigorenderer.com should have a chat-page/waiting-room for such moments :) :wink:

Posted: Sun Sep 03, 2006 1:55 am
by OnoSendai
Ok.. another attempt at working-ness:

http://www.indigorenderer.com/montecarl ... _test2.zip

EDIT:
changelog:
v0.6 test 2
* changed some stuff so that bump mapping won't hang warmup on dodgy geometry.
* fixed bump mapping for phong that was broken for v0.6 test 1
* Added PNG texture loading
* rewrote bidir stuff
* speedup for objecttree
* improved/fixed bidir and sky interaction
* kd-tree cache on disk (think this is new in 0.6 test2???)
* speedups for spectral BSDF and exitant radiance calculations

-----------broken stuff:-----------
double sided mats (probably)
possible all bump mapping / shading normals
dispersion
absorption
backwards path tracing
image saving for non-mlt bidir
etc...

Posted: Sun Sep 03, 2006 2:10 am
by zuegs
i get this:
"MLTPathTracer::buildPathFromSamples disabled." ??? :?:

EDIT: Sorry, i think forgot to enable bidir ....
EDIT: It works :D speculars on phong are phantastic/fast, much less of noise :D rounded surfaces are brocken/flat :oops: