General News and accouncements regarding the Indigo render engine
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zsouthboy
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by zsouthboy » Wed Jun 04, 2008 5:17 am
I've had the same thing as BbB with the wierd shading on diffuse (or Oren) + bump + sunlight, as well.
It goes away without bump.
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Knaxknarke
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by Knaxknarke » Wed Jun 04, 2008 10:29 am
OnoSendai wrote:
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.
Save the normals! Auto-normals are often not as good as real normals. For example if the model comes from NURBS there is curve continuity information in the normals that can't get reconstructed from the triangle faces.
And there are sometimes very very small cracks between the NURBS patches that you don't see with the exported normals, but the auto-normals at this cracks look like a big hard edge... and if you weld the cracks, it is still not the same quality. At least the reflection of the surface is not smooth enough.
So have mercy with the real normals of the objects...
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Whaat
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by Whaat » Wed Jun 04, 2008 6:21 pm
subdivision copes better with boundaries now.
Thanks for this release, ono! This scene would not work in the previous version but it does now! The IGM packing stuff sounds great too!
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Whaat
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by Whaat » Wed Jun 04, 2008 6:32 pm
A couple issues just found:
1) Indigo is not packing displacement maps (only tested using GUI version)
2) It would be nice if the default filename for packed scenes and packed materials would be the same as the original filename instead of 'packed.pigm' or 'packed.pigs'
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OnoSendai
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by OnoSendai » Wed Jun 04, 2008 7:09 pm
Yup, will fix both points whaat.
nice displacement test!
Altho the right wall has an odd uv mapping
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aleksandera
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by aleksandera » Wed Jun 04, 2008 9:10 pm
Nice displacement Whaat. Any link for the map?
I'd like to know if the sss problem is planed to
be fixed in future releases. (I'm thinking of rendering
human head with phong eyes inserted without postproduction, skulls
and stuff).
Thx for any ansver!
Aleksander
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StompinTom
- Posts: 1828
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by StompinTom » Thu Jun 05, 2008 2:36 am
you should either fire that mason or make sure your foundation isnt sinking. somebody forgot the level...
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Whaat
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by Whaat » Thu Jun 05, 2008 4:14 am
haha...
The odd uv mapping was to show that the subdivision and displacement mapping works now using duplicate vertices with different UV coordinates (i.e. discontinous mesh). With version 1.1.1, the geometry would have blown up.
@aleksandera:
The map was taken from the Maxwell material library. Do a search for 'displacement' and you should find it.
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enricocerica
- Posts: 155
- Joined: Wed Jul 12, 2006 5:26 pm
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by enricocerica » Thu Jun 05, 2008 5:20 am
Was out for a while and discover alot of nice stuffs here !!
Thanks Ono for this great release, the displacement is a major improvement, we'll all have to re-render most of our scenes now
Will download and try it, can't wait to see the results
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aleksandera
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by aleksandera » Thu Jun 05, 2008 12:18 pm
Ups, I found a solution for my sss problem. won't
bother any more.
Thx for the relese hehe!
Take care and regards,
Aleksander
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CTZn
- Posts: 7240
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- Location: Paris, France
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by CTZn » Thu Jun 05, 2008 12:26 pm
Lol aleksandera !
Hey, why don't you share the mistakte that should not be made by new users ?
Even totally shamefull it may prove usefull
obsolete asset
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aleksandera
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by aleksandera » Thu Jun 05, 2008 8:39 pm
Shure!
Here it is:
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Kram1032
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by Kram1032 » Thu Jun 05, 2008 8:40 pm
That's not what he asked for. Nice though
(He asked for what you actually did wrong)
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aleksandera
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by aleksandera » Fri Jun 06, 2008 2:18 am
Here is how I did it.
"Thx" to all who knew, but didn't tell.
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zsouthboy
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by zsouthboy » Fri Jun 06, 2008 2:33 am
Aleksandera: to the wiki with that!
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