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Indigo 0.6 test 3

Posted: Sun Oct 08, 2006 10:09 pm
by OnoSendai
Working towards the final 0.6 release.. here's test 3
Please post about any bugs found.
This should be a fully functioning release, as opposed to 0.6 test2.

http://www.indigorenderer.com/montecarl ... _test3.zip

Changelog:

* don't alloc and free buffer on tonemapping
* fixed broken stuff from 0.6 test2
* path tracing mode resurrected and is now progressive - can be run forever.
* sky_gain disabled for now
* other stuff probably
* fixed halt_time not working

Posted: Sun Oct 08, 2006 10:39 pm
by zuegs
nice to hear from you Nick :D and thanks a lot for new release !

One small question, do you have a formula or link about relation of blackbody-temp and energie?

regards zuegs

probable bug?

Posted: Sun Oct 08, 2006 11:06 pm
by eagle
thanks for a new release with fixed stuff !

please check if program creates tree_cache directory , I've just tried with first xml I've found and seen lot of messages like "Failed to open file 'tree_cache/1510505112.tre' for writing." , when I created directory manualy and restarted , it created caches in it .... (I am working on local disk with admin rights so I guess that it should work)

Posted: Sun Oct 08, 2006 11:14 pm
by OnoSendai
Thanks eagle, I've uploaded a new version with an empty tree_cache dir.

Posted: Sun Oct 08, 2006 11:20 pm
by zuegs
I've got much more white noise with v6t3 than v6t2 or v5 :?: :oops: will try other scenes and settings...

Posted: Sun Oct 08, 2006 11:25 pm
by arneoog
Super Awsome! :D
I'm Going To Render My Scenes SO HARD! 8) :D :twisted:

Posted: Sun Oct 08, 2006 11:26 pm
by OnoSendai
zuegs wrote:I've got much more white noise with v6t3 than v6t2 or v5 :?: :oops: will try other scenes and settings...
Hmm.. what kind of mats?
Might have busted the importance sampling

Posted: Sun Oct 08, 2006 11:28 pm
by arneoog
I get quite abit of white noise too...
On all kinds of materials :?

EDIT: There is most white noise when I use BlackBody Mesh Light, it seems...
EDIT2: I get it with RGB Mesh Light too...
Haven't tried Sunlight or Rectangle Light

Posted: Sun Oct 08, 2006 11:34 pm
by zuegs
I'm using much phong and some diffuse... when i compare v6t2 and v6t3 i see quite more contrast in v6t3 (gamma?) and a lot of white dots on my gray diffuse wall... (btw exr output still clamped at <=1.0)
I go to try some simpler scene first befor... :oops: :oops:

Posted: Sun Oct 08, 2006 11:35 pm
by OnoSendai
Can u post an example comparison, with the 0.6 test 1 render as well?

Posted: Sun Oct 08, 2006 11:38 pm
by OnoSendai
zuegs wrote:(btw exr output still clamped at <=1.0)
tonemapped or untonemapped exr?

Posted: Sun Oct 08, 2006 11:41 pm
by OnoSendai
Oh yeah.. there is some burn-out now in the Reinhard tone mapping, which gives more contrast.
This will be a configurable parameter next release.

Posted: Sun Oct 08, 2006 11:44 pm
by manitwo
we have a shutdown function ? ... :D :D thank you - top work!
it is also much faster isn't it? at the moment i can test it only on the computer of a friend of mine.

Posted: Mon Oct 09, 2006 12:00 am
by zuegs
Ono-Sendai wrote:
zuegs wrote:(btw exr output still clamped at <=1.0)
tonemapped or untonemapped exr?
tonemapped exr with linear or reinhard seams to clamp, untonemapped exr still very small 14kB (when tonemapped is 2000kB)

Posted: Mon Oct 09, 2006 12:02 am
by OnoSendai
zuegs wrote:
Ono-Sendai wrote:
zuegs wrote:(btw exr output still clamped at <=1.0)
tonemapped or untonemapped exr?
tonemapped exr with linear or reinhard seams to clamp, untonemapped exr still very small 14kB (when tonemapped is 2000kB)
Well, tonemapping clamps as part of the process, so that's desired behaviour.