Indigo 0.9 test 4

General News and accouncements regarding the Indigo render engine
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SmartDen
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Post by SmartDen » Fri Aug 10, 2007 10:58 pm

@Valture: It works everything fine! Just look at Blendigo interfase! You will that blue color will be completely absorbed, so you get yellow color as output.
And to you guys! What's wrong with you? Did you forget how Blendigo and Indigo color model works? ;)

SimonLarsen
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Post by SimonLarsen » Fri Aug 10, 2007 11:23 pm

I hope this issue will be solved pretty soon.
I have a scene i want to render with exit portals, but it fucks some of my materials up. >_<
Kram1032 wrote: what about "+1 :D"
Or "+1 (+ 1 = 2)"

That is informative. 8)

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Kram1032
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Post by Kram1032 » Fri Aug 10, 2007 11:26 pm

I know pretty good - and blue really looks violetish.
I never tried pure yellow.
you need to increase or decrease some values a bit, to get, what you want :)

pure blue needs some green increase (very slight)
pure yellow needs a slight green decrease.

also, you might want to try also slight absorption for red and green - full light transmittabillity might also give some unexpected results - dunno, though, I never tried to get it exactly...

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deltaepsylon
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Post by deltaepsylon » Sat Aug 11, 2007 1:06 am

ZomB wrote:
+1 means I second the opinion of the previous posting.
Way more informative then a smiley ;-)
i know what it means, but a smiley conveys hapiness/sadness/energy/admiration for a work of art

there's more to smiley's than meets the eye :wink:

Vulture
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Post by Vulture » Sat Aug 11, 2007 6:38 am

I created a test scene with only white walls / floors. Also the meshlights are pure white. The table the glass is on is light yellow (reference).

Rendering with Indigo 8s gives the expected nice yellow glass (could be a bit more yellow in my opinion and less green).
Image

Rendering with Indigo 9t4 gives the green glass.
Image

Therefor I consider the green to be 'work in development'. It is a 'test' release so one can expect some 'undocumented features'. :wink:

Thank you all for your replies,
André

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Kram1032
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Post by Kram1032 » Sat Aug 11, 2007 8:03 am

to get the yellow less green, try to make it slightly orange, as said :)

Vulture
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Post by Vulture » Sat Aug 11, 2007 10:45 pm

Kram1032 wrote:to get the yellow less green, try to make it slightly orange, as said :)
Thanks for your advice. However I wanted to show the difference. I stick with 0.8s for now, which does a terrific job.

Can anybody direct met to more information about 'Violet' I've been reading about? What is it for, what does it do?

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deltaepsylon
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Post by deltaepsylon » Sun Aug 12, 2007 1:56 am

Violet is a tonemapper, which allows you some control over what would normally be automatically lightened/darkened images. You can control the darkness, lightness, RGB stuff and much more (some noise reduction too :D )

However, this only works if you select Save IGI in the system section of the blendigo exporter, becuase violet reads IGI files as opposed to the rendered png. Check the main downloads page for violet

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Whaat
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Post by Whaat » Mon Aug 13, 2007 6:29 am

There are definite bugs with SSS and Absorption in Indigo 0.9. This test was done with Indigo 0.9test5.
From left to right:
Merlot - c=6.5%
Coke - c=7.0%
Apple Juice - c=7.8%
Apple Juice - c=100%
Cranberry Juice - c=6.5%

Properties are from Jensen's paper converted to Indigo. I used only uniform SSS spectra since there seems to be a bug with RGB spectra. Indigo 0.8 renders the liquids as expected. Indigo 0.9 seems to have way too much absorption. Also, I tested the liquids with SSS turned off and the results were basically the same so it is clear that this bug is not due to SSS.
Hope to see these bugs fixed in the next test release...Keep up the great work, Ono 8)

Whaat
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Kram1032
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Post by Kram1032 » Mon Aug 13, 2007 6:40 am

Actually, I'd say, 0.9 is correct.

what's c?

100% is too strong...

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OnoSendai
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Post by OnoSendai » Mon Aug 13, 2007 7:04 am

Hi Whaat.
Is the gamma for the RGB absorption spectrum equal to 1?

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Whaat
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Post by Whaat » Mon Aug 13, 2007 7:07 am

OnoSendai wrote:Hi Whaat.
Is the gamma for the RGB absorption spectrum equal to 1?
I have all gamma values set at 2.2 for the entire scene. Should the values be 1 for absorption and scattering RGB Spectra? What about Henyey-greenstein??

@Kram: are you kidding me? BTW: c=concentration

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OnoSendai
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Post by OnoSendai » Mon Aug 13, 2007 7:13 am

Yup, the gamma value should be one.
The gamma is pretty much there for one purpose, to transform RGB colours picked in a 3D modeller to intensity-linear display values.
For all other cases, such as using absorption values from Jensen's paper, or Henyey Greenstein g-values, each RGB value is already correct, and doesn't need to be raised to the power of gamma. Therefore gamma should be left on 1 so that the value is not affected.

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Whaat
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Post by Whaat » Mon Aug 13, 2007 7:33 am

OnoSendai wrote:Yup, the gamma value should be one.
The gamma is pretty much there for one purpose, to transform RGB colours picked in a 3D modeller to intensity-linear display values.
For all other cases, such as using absorption values from Jensen's paper, or Henyey Greenstein g-values, each RGB value is already correct, and doesn't need to be raised to the power of gamma. Therefore gamma should be left on 1 so that the value is not affected.
OK!! Great! I changed the gamma values to one and it looks like it is working! I really think you should make an announcement or at least let all the exporter writers know whether or not gamma should be set to one. I am pretty sure I am not the only one to make this mistake.
Also, what about RGB spectra for emitters, RGB environment lighting, etc. Maybe updating the "Guide for Exporter Writers" would be good way to clear all of this stuff up. Thanks.

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Kram1032
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Post by Kram1032 » Mon Aug 13, 2007 10:53 am

Aha, I see, when it's "concentration", it indeed is wrong^^

Everything, looks like it already had 100%...
and in the 0.8 render, it is very weak....

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