Indigo v0.6 test 4

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OnoSendai
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Indigo v0.6 test 4

Post by OnoSendai » Mon Oct 09, 2006 9:48 pm

v0.6 test 4:
just fixes a meshlight bug that was causing lots of noise in test 3.

http://www.bennolan.com/nick/indigo_06_test4.zip

Changelog:

* fixed meshlight bug causing noise
Last edited by OnoSendai on Fri Apr 20, 2007 11:26 pm, edited 1 time in total.

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manitwo
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Post by manitwo » Mon Oct 09, 2006 11:27 pm

Hi
i modified my infile.txt a bit to make it more pleasant for the eye.
nothing special, but maybe some people would have a better over-view on the infile.
Maybe you could also modify the infile for the next release or use eventually this :)
What do you think?
Hope you don't mind :| :)

Code: Select all

---------------------------------------------------------- INDIGO SETTINGS ---------------------------------------------------


----- File loading settings --------------------------------------------------------------------------------------------------

"scenefilepath" "testscenes\ior_test.xml"         -- Scene xml file to load.  Relative to working directory
                                                  -- (e.g. indigo.exe path)
                                                  -- Alternatively, this path can be an absolute path,
                                                  -- (eg c:\indigo_scenes\testscene.xml)


----- Output image dimensions ------------------------------------------------------------------------------------------------

"width"  "600"                                    -- Note that the ratio of these should match the camera aspect ratio
"height" "450"                                    -- defined in the scene xml file.


----- Metropolis light transport settings ------------------------------------------------------------------------------------

"metropolis" "true"                               -- if true, use MLT, if false, use pathtracer
"large_mutation_prob" "0.4"                       -- Probability of using fresh random numbers.
"max_change" "0.02"                               -- max mutation size, must be in range [min_change, 1)
"max_num_consec_rejections" "100"


----- General tracing parameters ---------------------------------------------------------------------------------------------

--"russian_roulette_live_prob" "0.8"              -- 0.7 
"max_depth" "1000"                                -- max ray bounce depth.
"bidirectional" "true"                            -- if true, indigo will use bidirectional pathtracing


----- Path tracer settings ---------------------------------------------------------------------------------------------------

"strata_width" "5"                                -- number of samples per pixel = strata_width*strata_width


----- Network rendering settings ---------------------------------------------------------------------------------------------

"frame_upload_period" "20.0"                      -- number of seconds between uploads of image to network master


----- Miscellaneous settings -------------------------------------------------------------------------------------------------

"halt_time" "-1"
"logging" "true"                                  -- if true, indigo will write to log.txt
"image_save_period" "40.0"                        -- number of seconds between saves of the render to PNG and EXR.
"save_tonemapped_exr" "false"                     -- if true, indigo will Write .exr tonemapped render as well as normal PNG
"save_untonemapped_exr" "false"                   -- if true, indigo will Write .exr untonemapped render as well as normal PNG
"num_threads" "1"                                 -- number of threads that will be used
"cache_trees" "true"                              -- if true, indigo will save mesh kd-trees into /tree-cache

------------------------------------------------------------------------------------------------------------------------------
not sure if all explanations on the right still make sense after i modified them a bit.
Last edited by manitwo on Mon Oct 09, 2006 11:33 pm, edited 1 time in total.

zuegs
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Post by zuegs » Mon Oct 09, 2006 11:31 pm

YEAH.... v0.6test4 ROCKS !!! :D :twisted: :D
Great work Nick

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manitwo
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Post by manitwo » Mon Oct 09, 2006 11:35 pm

oh yes ... forgot that .. the new version really rocks!!! :D :D :twisted:

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psor
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Post by psor » Mon Oct 09, 2006 11:52 pm

Thanx Nick! This update is really appreciated! :D :D ;)

*thumbs up*


take care
psor
"The sleeper must awaken"

tizxx
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Post by tizxx » Tue Oct 10, 2006 12:38 am

Very beautyfull render... thanka a lot.

:lol:

kirpre
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Post by kirpre » Tue Oct 10, 2006 12:58 am

In testing the v0.6 test 4, should we still be using the Indigo 0.6test1 (beta1) export script for Blender or is there a newer version? Thanks.
kirpre

debris
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Post by debris » Tue Oct 10, 2006 1:05 am

Working great here with the Blender beta1 exporter.
Great renderer BTW! :)
Version 0.6test4 beats all my expectations. Now I'm just waiting for the XSI exporter to finally arrive and I'll be in heaven.

Thx Ono-Sendai!

P.S.: Are there plans to give indigo some sort of minimalistic GUI to e.g. adjust tonemapping settings on the fly?

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arneoog
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Post by arneoog » Tue Oct 10, 2006 1:58 am

Superb, Nick! :D
It's rendering quite fast 8)

8bstudio
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Re: Indigo v0.6 test 4

Post by 8bstudio » Tue Oct 10, 2006 2:04 am

Ono-Sendai wrote:v0.6 test 4:
just fixes a meshlight bug that was causing lots of noise in test 3.

Changelog:

* fixed meshlight bug causing noise
Many thanks to great Ono-Sendai!!! :D :D :D

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tungee
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Post by tungee » Tue Oct 10, 2006 5:35 am

Master !
Thx !
Ono!

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Camox
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Post by Camox » Tue Oct 10, 2006 5:58 am

Thank you very much Master Ono ! :D

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Marcofly
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Post by Marcofly » Tue Oct 10, 2006 7:00 am

Thanks a lot!!

Ciao!!
:D

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Xman
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Post by Xman » Tue Oct 10, 2006 1:16 pm

Thanks Nick :D
Intel i7-920,RAM 3G ,GeForce 9800GTX+.

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Zom-B
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Post by Zom-B » Tue Oct 10, 2006 2:34 pm

Something smells fishy here:

After intodruced in v0.62 the emitters for RGB Light could be colored by other Emitters.
This Effect became stronger and stronger by each Test version :?

Interesting too:
In the 0.64 rendering, the red light affect the green & blue one, the blue affect the red & green,
but the green RGB Light ONLY affect the red emitter, and doesn't touch the blue one??!?

*** EDIT ***
This strange color bleeding seems to be rainhards fault!

v0.62
Image

v0.63
Image

v0.64
Image

Check this Threadfor File & Info

BTW
Somehow the v0.62 is much faster than 0.63, and also 0.64 in this project :?
polygonmanufaktur.de

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