first try in INDIGO need help

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F.ip2
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first try in INDIGO need help

Post by F.ip2 » Wed Mar 14, 2007 6:58 am

Hi

I am rendering a metal object and as you can see I have some serious issues:

first I don't really know how to set up the lights in indigo. I worked with yafray before. with indigo it seems to be quite a different approach.

i tired using hdri files but all maps will always be rejected by indigo. i also have some exr but they dont work.

so i tired to use two mesh lights to simulate studio lightning. i need diffused softlights with softshadows.

in blender i created a 1000x1000 baked texture with stucky but for some reason in indigo the image looks extremely blown up / you see many artifacts. it looks like the image is getting scaled up too much.


i hate to ask but I need some serious help. i need to get this rendering finished so it can be send to a catalog and a friend is waiting for me to get the job done.

here is rendering i did sofar:

Image

http://www.box.net/index.php?rm=box_v2_ ... f_49002472


because i work with highly reflective surfaces I dont know how i could prevent burning highlights in indigo , arghhh

what I need:

studio light set up - how to in indigo
how to proper get brushed silver - how to in indigo

i guess that is all :)

please help!
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Kram1032
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Post by Kram1032 » Wed Mar 14, 2007 8:14 am

brushed silver? hmmm....
Use Ag.nk with low exponent...

Which Indigo V and which Exporter are you using?

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F.ip2
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Post by F.ip2 » Wed Mar 14, 2007 8:37 am

I have Ag.nk selected.

indigo and blendigo latest version
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nikolatesla20
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Post by nikolatesla20 » Wed Mar 14, 2007 8:43 am

Wisconsin eh? Heh I'm in Madison as I write this.

for exposure you have to adjust the "tonemapping" settings. You may want to try linear tonemapping first instead.

for the reinhardt tonemapping, you have to play with burn, and pre and post scale. I think these are basically like the "levels" tool in photoshop (they affect the same way I mean)

to get brushed metal you would need a nice large baked texture in blender, and use it as a NOR map on the material. Only a slight NOR. Make sure that the texture image is in the same directory as your indigo XML file, in order for it to load ok

EXR files would give the most realistic lighting. Make sure you use the correct "mapping" for the EXR file. for example, some exr files are flat , not round. For the flat ones, make sure in Blendigo to select "LatLong" under the "Environment" and then give it the path to your exr file. For round exr maps, use the other setting.


-niko

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F.ip2
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Post by F.ip2 » Wed Mar 14, 2007 10:49 am

Ok this sounds kinda funny but I never hassles with tone mapping.

what is it? when I turn tone mapping of I always get black renderings.
in blendigo i select igi output but i do not see any igi file created by indigo.


i tried to work with bump maps but for some reason the always seem to been blown up - i get a hugh amount of artifacts, looks like you zoomed into a heavy jpg artifact image.


nik do you use blendigo or do you use the other exporter. i read today that the other exporter is makes use of the blender material settings.
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nikolatesla20
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Post by nikolatesla20 » Wed Mar 14, 2007 1:25 pm

I've been using blendigo, and so far not too much trouble with it. But I have not used textures much yet, so I can't answer the blowing up issue.

Here's what you could try next:

turn "environment" completely off. Just use meshlights only.

set "tonemapping" to "linear".



-niko

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F.ip2
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Post by F.ip2 » Wed Mar 14, 2007 1:51 pm

I only can select the reinhard tone mapping.

looks like i have to hack the xml file

here is another rendering:

http://www.box.net/index.php?rm=box_v2_ ... f_49040642


the specular highlights burn so much
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OnoSendai
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Post by OnoSendai » Wed Mar 14, 2007 9:03 pm

F.ip2 wrote:Ok this sounds kinda funny but I never hassles with tone mapping.

what is it? when I turn tone mapping of I always get black renderings.
in blendigo i select igi output but i do not see any igi file created by indigo.


i tried to work with bump maps but for some reason the always seem to been blown up - i get a hugh amount of artifacts, looks like you zoomed into a heavy jpg artifact image.


nik do you use blendigo or do you use the other exporter. i read today that the other exporter is makes use of the blender material settings.
Turning the "save igi" option in blendigo doesn't do anything. (Zuegs, i recommend u take it out for now)
You have to set it to true in the inifile.txt:
"save_igi" "true"

Re: the bump maps, u probably have the b parameter (gain) too high. Try 0.0001.

mrCarnivore
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Post by mrCarnivore » Thu Mar 15, 2007 12:47 am

To use hdri-lighting you can only use .exr in latlong format or .float for probe (and maybe latlong as well?).

As I have alll my hdri as .hdr and in probe format I use hdrshop:
http://gl.ict.usc.edu/HDRShop/

To convert probe to latlong
and then use the description from here:
http://www2.indigorenderer.com/joomla/f ... php?t=1243 to convert the latlong .hdr to .exr.

However, you can also directly use hdrshop to save your probe .hdr to probe .float. But I personally like the exr-format more... (ILM rocks :) )

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F.ip2
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Post by F.ip2 » Thu Mar 15, 2007 6:23 am

that converter from this site seems not to run but i got it converted with hdrishop.



i still find it very difficult and honestly frustrating to recreate brushed metal with indigo and also get the render result good.

it is extremely time consuming.


i feel myself totally unable to re create any light situation and material property i have done with yafray.

textures / image and procedurals are the main issue for me. brushed bump maps just don't do it.


i am curious if anybody could give me a tip how i have to setup the metal shader - i use Ag.nk and how i should use mesh lights.

i am curious how power setting and position/scale will affect my scene.

i am sure it must be somehow possible!

claas
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Kram1032
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Post by Kram1032 » Thu Mar 15, 2007 6:47 am

Please post, what you already have!
(Both scene* and result;
*short it down: Materials, lamps, if it's reinhard or linear tonemapping and pre-; postscale and burn!)

Btw: if you want to post an image, you can use attachments ;) You don't have to use an image - host!

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F.ip2
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Post by F.ip2 » Thu Mar 15, 2007 12:17 pm

Scene:

<?xml version="1.0" encoding="utf-8"?>

<scene>
<renderer_settings>
<width>320</width>
<height>256</height>
<metropolis>true</metropolis>
<max_num_consec_rejections>10</max_num_consec_rejections>
<bidirectional>false</bidirectional>
<russian_roulette_live_prob>0.7</russian_roulette_live_prob>
<max_depth>100</max_depth>
<strata_width>14</strata_width>
<logging>false</logging>
<save_untonemapped_exr>false</save_untonemapped_exr>
<save_tonemapped_exr>false</save_tonemapped_exr>
<save_igi>false</save_igi>
<display_period>20.0</display_period>
<halt_time>-1</halt_time>
<image_save_period>60</image_save_period>
</renderer_settings>

<tonemapping>
<reinhard>
<pre_scale>3</pre_scale>
<post_scale>1</post_scale>
<burn>6</burn>
</reinhard>
</tonemapping>

<camera>
<pos>12.315440 -5.786469 2.807955</pos>
<up>-0.119499 0.026663 0.501794</up>
<forwards>-0.489751 0.109277 -0.122437</forwards>
<aperture_radius>0.002563</aperture_radius>
<focus_distance>24.530140</focus_distance>
<aspect_ratio>1.25</aspect_ratio>
<sensor_width>0.035000</sensor_width>
<lens_sensor_dist>0.082031</lens_sensor_dist>
<white_balance>E</white_balance>
<autofocus/>
</camera>

<include>
<pathname>composeting2-mats.xml</pathname>
</include>

<include>
<pathname>composeting2-meshs.xml</pathname>
</include>

<!-- MeshlightFill -->
<meshlight>
<pos>1.858333 14.943599 3.151826</pos>
<scale>0.968583</scale>
<rotation>
<matrix>
-0.723018 0.000000 0.690829 0.690829 0.000000 0.723018 0.000000 1.000000 -0.000000
</matrix>
</rotation>
<mesh_name>MeshlightFill</mesh_name>
<spectrum>
<blackbody>
<temperature>4000</temperature>
<gain>1</gain>
</blackbody>
</spectrum>
<efficacy_scale>
<power_drawn>0.1</power_drawn>
<overall_luminous_efficacy>25</overall_luminous_efficacy>
</efficacy_scale>
</meshlight>
<!-- LightBox.001 -->
<model>
<pos>1.938214 15.026736 3.151826</pos>
<scale>1</scale>
<rotation>
<matrix>
-0.723018 0.000000 0.690829 0.690829 0.000000 0.723018 0.000000 1.000000 -0.000000
</matrix>
</rotation>
<mesh_name>LightBox.001</mesh_name>
</model>

<!-- LightBox -->
<model>
<pos>9.748102 -11.898870 3.151826</pos>
<scale>1</scale>
<rotation>
<matrix>
0.671574 0.000000 0.740937 0.740937 -0.000000 -0.671574 0.000000 1.000000 -0.000000
</matrix>
</rotation>
<mesh_name>LightBox</mesh_name>
</model>

<!-- MeshlightKey -->
<meshlight>
<pos>9.662891 -11.821202 3.151826</pos>
<scale>0.968583</scale>
<rotation>
<matrix>
0.671574 0.000000 0.740937 0.740937 -0.000000 -0.671574 0.000000 1.000000 -0.000000
</matrix>
</rotation>
<mesh_name>MeshlightKey</mesh_name>
<spectrum>
<blackbody>
<temperature>5100</temperature>
<gain>1</gain>
</blackbody>
</spectrum>
<efficacy_scale>
<power_drawn>0.2</power_drawn>
<overall_luminous_efficacy>30</overall_luminous_efficacy>
</efficacy_scale>
</meshlight>
<!-- Plane -->
<model>
<pos>-2.577312 -0.080598 7.627246</pos>
<scale>1</scale>
<rotation>
<matrix>
1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000
</matrix>
</rotation>
<mesh_name>Plane.007_Plane</mesh_name>
</model>

<!-- Floor -->
<model>
<pos>-11.742675 -1.378097 -3.584426</pos>
<scale>14.6472</scale>
<rotation>
<matrix>
-1.000000 0.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 0.000000 -1.000000
</matrix>
</rotation>
<mesh_name>Plane.005</mesh_name>
</model>

<!-- Spout_Head -->
<model>
<pos>0.199030 -0.703556 -1.647358</pos>
<scale>0.253556</scale>
<rotation>
<matrix>
0.942848 -0.179064 -0.281021 0.333222 0.506660 0.795147 0.000000 -0.843345 0.537372
</matrix>
</rotation>
<mesh_name>Plane.003</mesh_name>
</model>

<!-- Spout_Neck -->
<model>
<pos>0.199030 -0.703556 -1.647358</pos>
<scale>0.253556</scale>
<rotation>
<matrix>
0.942848 -0.179064 -0.281021 0.333222 0.506660 0.795147 0.000000 -0.843345 0.537372
</matrix>
</rotation>
<mesh_name>Plane</mesh_name>
</model>

<!-- hour_glass_body.001 -->
<model>
<pos>0.119313 -0.498159 -0.002556</pos>
<scale>0.253065</scale>
<rotation>
<matrix>
0.950905 -0.309482 0.000000 0.309482 0.950905 0.000000 0.000000 0.000000 1.000000
</matrix>
</rotation>
<mesh_name>Mesh.014</mesh_name>
</model>

<!-- hour_glass_lid.001 -->
<model>
<pos>0.119313 -0.498159 -0.002556</pos>
<scale>0.253065</scale>
<rotation>
<matrix>
0.950905 -0.309482 0.000000 0.309482 0.950905 0.000000 0.000000 0.000000 1.000000
</matrix>
</rotation>
<mesh_name>Mesh.015</mesh_name>
</model>

</scene>


Materials:
<?xml version="1.0" encoding="utf-8"?>

<scenedata>
<material>
<name>Default</name>
<diffuse>
<colour>1 1 1</colour>
</diffuse>
</material>

<material>
<name>null</name>
<null_material/>
</material>

<material>
<name>LightBox</name>
<diffuse>
<colour>0 0 0</colour>
</diffuse>
</material>

<material>
<name>LightShield</name>
<diffuse>
<colour>0.7 0.7 0.7</colour>
</diffuse>
</material>

<material>
<name>Floor_grain</name>
<phong>
<exponent>5000</exponent>
<diffuse>0.357665 0.00761376 0.0826247</diffuse>
<ior>1</ior>
<bump_map>
<path>tom\grain2000mediumgray2.jpg</path>
<uv_set>uv</uv_set>
<exponent>1.000000</exponent>
<a>0</a>
<b>0.005</b>
<c>0</c>
</bump_map>
</phong>
</material>

<material>
<name>BruSilverSmokes</name>
<phong>
<exponent>40</exponent>
<nk_data>nkdata\Al.nk</nk_data>
<bump_map>
<path>tom\brushhourglass3x3.jpg</path>
<uv_set>uv</uv_set>
<exponent>1.000000</exponent>
<a>0</a>
<b>0.001</b>
<c>0</c>
</bump_map>
</phong>
</material>

</scenedata>



still to get a brushed look on such complex objects seems to hard for me.
i amusing 3000x3000 pixel maps to get a fine enough grid but it still does not look right. I am not sure what else I could do.

also the lights still produce terrible strong burning highlights.
Attachments
finale_brush_map.png
brush test
finale_brush_map.png (121.62 KiB) Viewed 16273 times
im1173864187.png
older rendering to simulate brushed look
im1173864187.png (1.89 MiB) Viewed 16273 times
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C l a a s E i c k e K u h n e n
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Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

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F.ip2
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Post by F.ip2 » Thu Mar 15, 2007 12:19 pm

here is another quick rendering.

from some distance you do NOT see the brush as much as when you zoom in. but still the specular highlights do not look like anisotropic highlights.
Attachments
im1173917551.png
a quick look of the brushed metal from some distance away
im1173917551.png (141.88 KiB) Viewed 16271 times
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C l a a s E i c k e K u h n e n
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Kendall College of Art and Design
of Ferris State University

StompinTom
Indigo 100
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Post by StompinTom » Thu Mar 15, 2007 1:35 pm

crank up the exponent. your blurry reflections are 'bleeding' over the bump map, blurring the anisotropic reflection together. turn it way and see what it does. thats just my guess, based on what i see.
looks pretty cool though!

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F.ip2
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Post by F.ip2 » Thu Mar 15, 2007 1:59 pm

exponent? ok will do that. but doesn't that make the specular highlight harder?


EDIT:

tried it out but than the body reflection is getting stronger.
decently brushed surfaces do not have any clear reflection.

I can show you some metal work, it looks like plastic or lead on the photo.

arg why does he wants brushed metal ...
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Kendall College of Art and Design
of Ferris State University

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