Indigo 1.1.2

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Indigo 1.1.2

Post by OnoSendai » Tue Jun 03, 2008 7:18 pm

win 32:
http://www.indigorenderer.com/joomla/in ... &Itemid=62

win 64:
http://www.indigorenderer.com/joomla/in ... &Itemid=62

changelog:
* added alias_material
* separated uvs from vertices
* added embedded_2 IGS mesh format
* calculating all shading normals internally
* added --unpack option for unpacking PIGS and PIGM files
* --pack can now pack .igm files as well as .igs.
* added GUI menu option for packing indigo materials.
* subdivision copes better with boundaries now.

This release should provide all the functionality needed for exporter authors to implement PIGM reading and writing, which will be needed for usage of the new MatDB which is being released very soon!

calculating all shading normals internally:

If this proves too restrictive, I'll add the option back in to be able to specify vertex shading normals.
Right now all shading normals in .igs files, .obj files etc.. are ignored.

Alias Material

gives a material an additional name.

Code: Select all

<alias_material>
	<current_name>Leather</current_name>
	<new_name>previewmaterial</new_name>
</alias_material>
embedded_2 format:

Code: Select all

<mesh>
		<name>mesh2</name>

		<normal_smoothing>true</normal_smoothing>

		<embedded_2>
			<expose_uv_set>
				<index>0</index>
				<name>albedo</name>
			</expose_uv_set>

			<v p="-1.5 0 0" />
			<v p="-1.5 0 2" />
			<v p="1.5 0 2" />
			<v p="1.5 0 0" />

			<v p="-1.5 0 0" />

			<uvs uv0="0 0" uv1="0 0" />
			<uvs uv0="0 1" uv1="0 100" />
			<uvs uv0="1 0" uv1="100 0" />
			<uvs uv0="1 1" uv1="100 100" />

			<triangle_set>
				<material_name>mat1</material_name>

				<t v="0 2 1" uv="0 2 1" />
				<t v="4 3 2" uv="0 3 2" />
			</triangle_set>
		</embedded_2>
	</mesh>
Last edited by OnoSendai on Wed Jun 04, 2008 2:31 am, edited 2 times in total.

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Pinko5
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Post by Pinko5 » Tue Jun 03, 2008 7:23 pm

Tnx ONO!!!
Luca ;)

BbB
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Post by BbB » Tue Jun 03, 2008 8:01 pm

Thanks Ono. From a user's point of view, what are the restrictions to having shading normals calculated internally?

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OnoSendai
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Post by OnoSendai » Tue Jun 03, 2008 8:02 pm

It shouldn't result in any limitations.

BbB
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Post by BbB » Tue Jun 03, 2008 8:07 pm

Will it address this shading errors we've had on smoothed meshes with bump when lit by point lights?

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OnoSendai
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Post by OnoSendai » Tue Jun 03, 2008 8:11 pm

nope.

BbB
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Post by BbB » Tue Jun 03, 2008 8:15 pm

Never mind. I noticed Maxwell and Fry show the same error so I assume it's some kind of universal limitation of unbiased engine...

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OnoSendai
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Post by OnoSendai » Tue Jun 03, 2008 8:21 pm

I'm not sure what exactly what you mean by the error.
But shading normals + bump maps are nasty hacks, which tend to come with at least a few unavoidable artifacts.

BbB
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Post by BbB » Tue Jun 03, 2008 8:33 pm

Sometimes when sunlight hits a smoothed, bumped mesh at a grazing angle, the smoothing is ignored and the mesh comes out faceted. The only solution I found when this happens is to subdivide the mesh a lot so that is appears smooth.

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OnoSendai
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Post by OnoSendai » Tue Jun 03, 2008 8:37 pm

Strange.. as the bump map modifies the smoothed normal, not the geometric normal.

BbB
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Post by BbB » Tue Jun 03, 2008 8:51 pm

I'll put together a small scene to show you what I mean.

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fused
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Post by fused » Tue Jun 03, 2008 9:05 pm

nice release!!! thank you!

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pixie
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Post by pixie » Tue Jun 03, 2008 9:15 pm

Fused: Water can be water again even if you serialize the material's name in Cindigo!!! wiiiii!

BbB
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Post by BbB » Tue Jun 03, 2008 9:19 pm

There you go.
This is a smoothed, low-poly sphere with a diffuse mat and bump map. Rendered with 1.0.9_3
I'm also attaching the scene.
Attachments
scene.zip
(25.63 KiB) Downloaded 313 times
im1212487599.jpg
im1212487599.jpg (193.96 KiB) Viewed 8870 times

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filippo
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Post by filippo » Tue Jun 03, 2008 10:06 pm

wonderfull news....and up date...
thaks
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb

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