Indigo 0.9 test 4
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- Posts: 289
- Joined: Wed Apr 18, 2007 1:52 am
- Location: Odense, Denmark
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...
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...
- deltaepsylon
- Posts: 417
- Joined: Tue Jan 09, 2007 11:50 pm
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).
Rendering with Indigo 9t4 gives the green glass.
Therefor I consider the green to be 'work in development'. It is a 'test' release so one can expect some 'undocumented features'.
Thank you all for your replies,
André
Rendering with Indigo 8s gives the expected nice yellow glass (could be a bit more yellow in my opinion and less green).
Rendering with Indigo 9t4 gives the green glass.
Therefor I consider the green to be 'work in development'. It is a 'test' release so one can expect some 'undocumented features'.
Thank you all for your replies,
André
Thanks for your advice. However I wanted to show the difference. I stick with 0.8s for now, which does a terrific job.Kram1032 wrote:to get the yellow less green, try to make it slightly orange, as said
Can anybody direct met to more information about 'Violet' I've been reading about? What is it for, what does it do?
- deltaepsylon
- Posts: 417
- Joined: Tue Jan 09, 2007 11:50 pm
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 )
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
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
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
Whaat
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
Whaat
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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.
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.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.
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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