Cindigo 2.0.5 - beta 1

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zeitmeister
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Re: Cindigo 2.0.5 - beta 1

Post by zeitmeister » Wed May 13, 2009 6:12 pm

This is awesome, fused!
I suppose in indigo, these are real proxies... But what are they in C4D?
Instances, Xrefs or proxies, too? How many memory do they cause in C4D?

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Re: Cindigo 2.0.5 - beta 1

Post by fused » Wed May 13, 2009 6:43 pm

In C4D they are proxies, sort of.

They dont generate any geometry and because of that they dont use any extra ram. they just need a few extra GPU cycles. They draw much faster than C4D instances, especially in bounding box mode.

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Re: Cindigo 2.0.5 - beta 1

Post by zeitmeister » Wed May 13, 2009 9:21 pm

This is fantastic!
So you pushed C4D instances far beyond what MAXON did... I can't remember for how long user asked for real proxies in C4D.

Sell your knowledge to them! :mrgreen:

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Re: Cindigo 2.0.5 - beta 1

Post by fused » Wed May 13, 2009 9:42 pm

nah, its really just a simple thing. also those arent rendered in the c4d internal renderer. its possible but would require copying again. think i could build that in that when the internal renderer is launched the geometry is copied. not sure if i will, tho.

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Re: Cindigo 2.0.5 - beta 1

Post by zeitmeister » Wed May 13, 2009 10:04 pm

Why should you? It would be a nice feature, indeed, but not a necessary one.
I'm not sure how the VRay4C4D-people solved it.

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Re: Cindigo 2.0.5 - beta 1

Post by fused » Thu May 14, 2009 10:25 am

ok, i built it in now that indigo instances can be converted to geometry and will be converted to geometry in the external render (aka rendering in picture viewer).

should be used with caution, tho. ram usage will explode when instancing heavy geometry.

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Re: Cindigo 2.0.5 - beta 1

Post by fused » Thu May 14, 2009 10:30 am

some proof ;)
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Re: Cindigo 2.0.5 - beta 1

Post by fused » Thu May 14, 2009 11:14 am

! now it draws the real objects, too. no extra RAM usage :)

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Post by Rafaello » Thu May 14, 2009 11:23 am

You are cinema's programming God :shock: or ... something like that :D

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Re: Cindigo 2.0.5 - beta 1

Post by zeitmeister » Thu May 14, 2009 6:05 pm

:shock: :shock: :shock:

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Re: Cindigo 2.0.5 - beta 1

Post by pixie » Thu May 14, 2009 8:47 pm

fused wrote:! now it draws the real objects, too. no extra RAM usage :)
What are the difference of cindigo's instances and cinema own instances? Why should we use one and not the other?

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Re: Cindigo 2.0.5 - beta 1

Post by zeitmeister » Thu May 14, 2009 8:59 pm

Instances are copies of geometry, which are computed all the time, which costs or causes memory.
Proxies are some kind of place-holders of geometry which are computed only during the render process, and so the don't cost any memory.
With proxies you can realize a huge amount of copies of a mesh without any more expense of memory when viewing or editing the scene, or even building the scene in any renderer. They only come out during the rendering.

C4D instances cost the same memory as a simple copy of your mesh... and sometimes even more, because the are updated in realtime.
Proxies don't, because they don't need to be.

That's the real big deal!
It allows you to create millions of copies of a mesh, f.e. a wood, grass, cityscapes, swarms or something like these without having the need for enough memory for that.

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Re: Cindigo 2.0.5 - beta 1

Post by fused » Fri May 15, 2009 3:10 am

exactly.

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Re: Cindigo 2.0.5 - beta 1

Post by Zom-B » Fri May 15, 2009 4:43 am

This looks really nice fused... I'm sure we will see this feture for C4D Maxwell exporters at least when 2.0 is out :twisted: :twisted: :twisted:
zeitmeister wrote:It allows you to create millions of copies of a mesh, f.e. a wood, grass, cityscapes, swarms or something like these without having the need for enough memory for that.
I think your GPU will show you the finger at some point here... but the system RAM should not be affected.
polygonmanufaktur.de

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Re: Cindigo 2.0.5 - beta 1

Post by pixie » Fri May 15, 2009 7:48 am

zeitmeister wrote:Instances are copies of geometry, which are computed all the time, which costs or causes memory.
Proxies are some kind of place-holders of geometry which are computed only during the render process, and so the don't cost any memory.
With proxies you can realize a huge amount of copies of a mesh without any more expense of memory when viewing or editing the scene, or even building the scene in any renderer. They only come out during the rendering.

C4D instances cost the same memory as a simple copy of your mesh... and sometimes even more, because the are updated in realtime.
Proxies don't, because they don't need to be.

That's the real big deal!
It allows you to create millions of copies of a mesh, f.e. a wood, grass, cityscapes, swarms or something like these without having the need for enough memory for that.
Thanks for the info! :)

Does anyone know what filetypes are supported and how do I know what materials are applied...

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