Indigo 1.0.8

General News and accouncements regarding the Indigo render engine
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Stur
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Post by Stur » Thu Mar 20, 2008 12:37 am

Thank for this version Ono, and for all the times I've been to lazy to post a "thank". :)

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fused
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Post by fused » Thu Mar 20, 2008 1:00 am

great! thanks! :)

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Whaat
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Post by Whaat » Thu Mar 20, 2008 1:12 am

Thanks! especially for the Phong energy conservation improvement!

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tungee
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Post by tungee » Thu Mar 20, 2008 2:08 am

I hate my Mac :twisted: .
Man i must buy me a new PC!very soon!!!!!!!!!!!!!
Thanx Ono.

Ps: Ono could we make an Mac-fund on the Site?
Music has the right to children!

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cpfresh
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Post by cpfresh » Thu Mar 20, 2008 3:56 am

thanks Ono! :D

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deduese
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Post by deduese » Thu Mar 20, 2008 5:23 am

Nice features, thx alot

I wonder if using specular reflectivity spectrum instead of nk-data reduces render time? I havent tried it so far, just asking :D

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OnoSendai
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Post by OnoSendai » Thu Mar 20, 2008 5:29 am

I'm not sure Deduese, you'll have to try it :)

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Zom-B
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Post by Zom-B » Thu Mar 20, 2008 5:43 am

Ono... a quick question:
Does the brightness of a Oran Nayar color should be max 0.8 too like for diffuse for optimal speed?

Big Fan wrote:in oren nayar where is the colour from? says uniform... :roll:

Code: Select all

<material>
        <name>plastic</name>
		  <oren_nayar>
				<albedo_spectrum>
                <rgb>
                    <rgb>0.769 0.384 0</rgb>
                    <gamma>2.2</gamma>
                </rgb>
				</albedo_spectrum>
			  <sigma>0.33333</sigma>
		 </oren_nayar>
</material>
polygonmanufaktur.de

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Camox
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Post by Camox » Thu Mar 20, 2008 5:44 am

Thank you Nick ! :D

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OnoSendai
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Post by OnoSendai » Thu Mar 20, 2008 5:47 am

ZomB:
The albedo for diffuse, Phong, Oren-Nayar etc.. can never be greater than 1.

The closer it is to one, the slower the render will proceed, *if* light is trapped and bounces around a lot. So it really depends on the scene.
As a general rule I wouldn't set the albedo to more than 0.8 or 0.9, however.

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OnoSendai
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Post by OnoSendai » Thu Mar 20, 2008 5:49 am

Big Fan wrote:in oren nayar where is the colour from? says uniform... :roll:
That's just an example, the albedo spectrum can use any kind of spectrum - RGB, uniform, tabulated, etc..

Big Fan
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Post by Big Fan » Thu Mar 20, 2008 5:53 am

very confusing :wink: < typical> :roll:

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zsouthboy
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Post by zsouthboy » Thu Mar 20, 2008 9:25 am

Can't wait to get home to try some "clay" renders with Oren Nayer, thanks Ono!

EDIT: forgot to mention - thanks for the colored metal - I (and many others) were using Tinman's converter to get those in the past - having it built in is much better, no .nk file to lose, keep track of, etc.

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dougal2
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Post by dougal2 » Thu Mar 20, 2008 10:47 am

Thanks Ono, these are some great new features ! :D

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Grimm
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Post by Grimm » Thu Mar 20, 2008 2:21 pm

Thanks Ono!! Now maybe I can do a decent brass texture. :)
Grimm

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