Indigo 1.1.6

General News and accouncements regarding the Indigo render engine
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kwistenbiebel
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Post by kwistenbiebel » Tue Jul 22, 2008 12:46 am

Wow...Layer Blending! Great work Ono.

This is a major leap for Indigo in my opinion.

And thank you for the 64 bit version. That should take care of the larger RAM usage.

A little question at the side: Did anything change towards using displacement/subdivision? (As a Skindigo user I got unpredictable output with 1.1.5).

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Pinko5
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Post by Pinko5 » Tue Jul 22, 2008 1:38 am

BbB you must delete the *.nk materials by your scene then it works fine
Luca ;)

I hope in Blendigo 1.1.6 :D

BbB
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Post by BbB » Tue Jul 22, 2008 2:02 am

Ok, will try that.

Can the master confirm no support for nk mats? Will it return in the future?
Last edited by BbB on Tue Jul 22, 2008 3:03 am, edited 1 time in total.

cinema
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Post by cinema » Tue Jul 22, 2008 2:27 am

Realy Great upgrade....but...I didn't understand how to set up a scene with 2 different emitters in 2 different layers....

BbB
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Post by BbB » Tue Jul 22, 2008 2:47 am

I guess we'll have to wait for the exporters to do that...

Woodie
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Post by Woodie » Tue Jul 22, 2008 2:55 am

Well this will probably resolve my problem with sun brightness and lights.

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rgigante
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Post by rgigante » Tue Jul 22, 2008 3:28 am

@cinema: It's not that hard, simply specify two different emitting materials and assign them two different layers with the tag <layer></layer>, then when the igs gets loaded you should find this two layer available. Take care to the fact that to have layer blending u get rid off <meshlight>...i don't think they are supported for blending

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eman7613
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Post by eman7613 » Tue Jul 22, 2008 4:27 am

so is violet being merged into indigo?

also, it appears updates are being applied every time the display updates a new frame. could this be changed to a separate thread that updates when it is ready instead? i set very long display times b/c applying the diffraction filter & updating the display drop cpu usage.

just my two cents.
Yes i know, my spelling sucks

Deus
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Post by Deus » Tue Jul 22, 2008 4:37 am

Wow nice stuff. Alot of the test scenes seem broken now though

<max_num_subdivisions>14</max_num_subdivisions>
<subdivide_pixel_threshold>5.0</subdivide_pixel_threshold>
<subdivision_smoothing>false</subdivision_smoothing>
<subdivide_curvature_threshold>-1</subdivide_curvature_threshold>

Is the pixel threshold in screen pixels?

Do the curvature_threshold = -1 mean random displace? What makes it random displace?

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Borgleader
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Post by Borgleader » Tue Jul 22, 2008 4:50 am

BbB wrote:Ok, will try that.

Can the master confirm no support for nk mats? Will it return in the future?
+1

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PureSpider
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Post by PureSpider » Tue Jul 22, 2008 5:20 am

eman7613 wrote:so is violet being merged into indigo?

also, it appears updates are being applied every time the display updates a new frame. could this be changed to a separate thread that updates when it is ready instead? i set very long display times b/c applying the diffraction filter & updating the display drop cpu usage.

just my two cents.
+1
and please stop the auto-updating if rendering is paused/stopped!

Big Fan
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Post by Big Fan » Tue Jul 22, 2008 5:20 am

Re: pause and stop working

I dont think so here is a capture of the task manager for my single thread Pentium 2.66 pc -seems to be running on in a hurdles race...
um this is XPpro 32bit .net2.0 if that helps

The longer period is the start and then I selected pause - which are the bumps..

stop says that in the comments but keeps going in the same fashion

(BTW building a new O/C pc ATM + got a Dell 2707 LCD -old eyes you understand)
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zsouthboy
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Post by zsouthboy » Tue Jul 22, 2008 5:26 am

Yep tonemapping doesn't stop automatically happening when you "pause" the render.

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PureSpider
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Post by PureSpider » Tue Jul 22, 2008 5:37 am

Yes thats what I said... the pic should only be rendered for displaying when the render thread is active or layers / settings are changed... NOT when rendering is paused and nothing is changed

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zsouthboy
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Post by zsouthboy » Tue Jul 22, 2008 6:01 am

BbB wrote:I guess we'll have to wait for the exporters to do that...
Here's a solution to everyone wanting to use layer blending without exporter support: set your materials that you want to be lights to "diffuse", then simply replace the materials with the similarly named ones.

Example: to make it easy, I copied the two materials from the /testscenes/layer_blending_test.igs, mat1 and mat2 (they're the same, just different layers)

Took a scene i already have setup, changed my lights to diffuse, and then replaced the diffuse material definitions with the layered light materials.

change:

Code: Select all

<material>
		<name>mat1</name>
		<diffuse>
			<albedo_spectrum>
				<rgb>
					<rgb>1 1 1</rgb>
					<gamma>2.2</gamma>
				</rgb></albedo_spectrum>
		</diffuse>
	</material>
to:

Code: Select all

<material>
		<name>mat1</name>
		<diffuse>
			<layer>0</layer>
	

			<albedo>
				<constant>
					<rgb>
						<rgb>
							0.8 0.8 0.8
						</rgb>
						<gamma>1</gamma>
					</rgb>
				</constant>
			</albedo>

			<base_emission>
				<constant>
					<rgb>
						<rgb>
							2000000000 2000000000 2000000000
						</rgb>
						<gamma>1</gamma>
					</rgb>
				</constant>
			</base_emission>
		</diffuse>
	</material>
Here's a shot of the same render, one light turned on and then the other.

EDIT: So I do think that you're going to have to tweak the ranges for the lights, Ono - or perhaps allow a sunsky layer to tweak.
What do you think?
And I'm not sure dedicating such a large portion of the GUI to the individual controls of X,Y, and Z gain is useful (I know you love not hiding the advanced functions - which I can relate to :) )
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