General News and accouncements regarding the Indigo render engine
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OnoSendai
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by OnoSendai » Fri Jul 17, 2009 12:56 pm
ZomB wrote:Seems like the testscenes "€.igs" and "unicode_€_test.igs" cause an error... so the unicode support seems not to work!?
"€.igs" is only supposed to be included from other files, so won't work opening directly.
"unicode_€_test.igs" should work however.
If it doesn't, can you paste the error message that it gives?
Thanks.
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OnoSendai
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by OnoSendai » Fri Jul 17, 2009 1:12 pm
pixie wrote:I'm getting some mesh troubles, first I though it to be bump related but after taking it away the persist...
Hi Pixie,
can you simplify the scene as much as possible, while still maintaining the bug, then send it to me?
You can email it if < 3MB or use box.net.
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pixie
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by pixie » Fri Jul 17, 2009 6:58 pm
OnoSendai wrote:pixie wrote:I'm getting some mesh troubles, first I though it to be bump related but after taking it away the persist...
Hi Pixie,
can you simplify the scene as much as possible, while still maintaining the bug, then send it to me?
You can email it if < 3MB or use box.net.
Since I don't know your mail I've sent you a pm.
PS- indigorender site doesn't acknowledge the pigs format which is in itself a scandal!
Last edited by
pixie on Sun Jul 19, 2009 12:44 am, edited 1 time in total.
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cpfresh
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by cpfresh » Fri Jul 17, 2009 7:49 pm
pixie wrote:PS- indigorender site doesn't acknowledge the pigs format which is in itself a scandal!
ROFL !
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Zom-B
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by Zom-B » Sat Jul 18, 2009 11:38 pm
Just having some issues with Subdivison with this error message:
Code: Select all
Error: ObjectExcep: Exception while building tree: BVH Build failure, too many triangles in leaf.
Here is the interesting part of the log:
Code: Select all
Subdividing and displacing mesh 'test-19.igmesh', (max num subdivisions = 4) ...
Doing subdivision level 0...
num triangles subdivided: 90976
num triangles unchanged: 10192
resulting num vertices: 190889
resulting num triangles: 376256
Done.
Doing subdivision level 1...
num triangles subdivided: 318445
num triangles unchanged: 55651
resulting num vertices: 675196
resulting num triangles: 1333092
Done.
Doing subdivision level 2...
num triangles subdivided: 953114
num triangles unchanged: 376317
resulting num vertices: 2120528
resulting num triangles: 4194177
Done.
Doing subdivision level 3...
num triangles subdivided: 1208943
num triangles unchanged: 2979830
resulting num vertices: 3973775
resulting num triangles: 7822932
Done.
Done.
Building Mesh 'test-1.igmesh'...
4 vertices (96 B)
2 triangles (56 B)
Loading kd-tree from cache...
intersect_tris mem usage: 96 B
calcing root AABB.
AABB: (-0.521207, -0.359821, -0.000000), (0.521207, 0.359822, -0.000000)
max tree depth: 62
total nodes used: 2 (16 B)
total leafgeom size: 2 (8 B)
Total tree mem usage: 96 B
Done Building Mesh 'test-1.igmesh'. (Time taken: 0.00071 s)
Building Mesh 'test-19.igmesh'...
3973775 vertices (90.952 MB)
7815602 triangles (208.699 MB)
BVH::build()
Calcing root AABB.
Done.
Root AABB min: (-0.065672,-0.021514,-0.152898,1.000000)
Root AABB max: (-0.003386,0.024102,0.143670,1.000000)
Sorting...
Done (6.44867 s).
Stopped.
Maximum RAM usage during Scene Build was @ 1.2 GB... I have 4GB on vista 64bit
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Zom-B
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by Zom-B » Sat Jul 18, 2009 11:57 pm
Ok, it seems this bug also apears with SD @ 2 !?!
I attached the scene file...
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Attachments
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- bvh_bug.zip
- the scene file...
- (2.15 MiB) Downloaded 226 times
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Zom-B
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by Zom-B » Wed Jul 22, 2009 1:37 am
Somehow it seems that the "below normal" priority switch in Indigo doesn't work.
Indigo allways slows down my system, just like in "normal" mode, so I have to change it in the taskmanager by hand :/
Vista 64bit
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pixie
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by pixie » Wed Jul 22, 2009 1:40 am
ZomB wrote:Somehow it seems that the "below normal" priority switch in Indigo doesn't work.
Indigo allways slows down my system, just like in "normal" mode, so I have to change it in the taskmanager by hand :/
Vista 64bit
Same here
7 64bit
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cpfresh
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by cpfresh » Wed Jul 22, 2009 2:50 am
ZomB wrote:Somehow it seems that the "below normal" priority switch in Indigo doesn't work.
maybe an exporter issue? ... works with skindigo.
7/32 bit
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pixie
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by pixie » Wed Jul 22, 2009 2:51 am
cpfresh wrote:ZomB wrote:Somehow it seems that the "below normal" priority switch in Indigo doesn't work.
maybe an exporter issue? ... works with skindigo.
7/32 bit
you have 32 bit...
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Zom-B
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by Zom-B » Wed Jul 22, 2009 3:09 am
its not relarted to the exporter since you have the dropdown menu for Thread Priority and can set it by hand...
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cpfresh
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by cpfresh » Wed Jul 22, 2009 3:20 am
oh i see, i see. i immediately thought of 'on launch' not via toggle in indigo. sorry. i just tried mine as well and don't see the priority change in the task manager ...
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suvakas
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by suvakas » Wed Jul 22, 2009 3:30 am
UI selection changes the priority of the rendering threads and not the main indigo.exe. Under Task manager it still shows "normal", but the threads doing rendering should be in "below normal" mode.
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pixie
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by pixie » Wed Jul 22, 2009 3:37 am
suvakas wrote:UI selection changes the priority of the rendering threads and not the main indigo.exe. Under Task manager it still shows "normal", but the threads doing rendering should be in "below normal" mode.
It might be, but it's still slow as hell! :p
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