Small indigoworld update
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StompinTom

- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
ok princess.
see the lack of any reasons or information leads me to believe there are none.
i was hoping that, heaven forbid, youd be humble enough to tell us why and how Indigoworld would/will be a cut above other similar terrain generators. but i guess were just lowly mortals, eh Deus?
so i guess this means there are no good reasons for it?Good questions demands good answers
Seriously. The reasons are just as boring as typing them to you Tom.
see the lack of any reasons or information leads me to believe there are none.
what a stupid comparison. i wont waste my time except to say that, as of yet, i dont see how Indigoworld excels/is something completely extraordinary which was my point in the first place, which you clearly missed.Whats the point with indigo when there are many other renderers?
i was hoping that, heaven forbid, youd be humble enough to tell us why and how Indigoworld would/will be a cut above other similar terrain generators. but i guess were just lowly mortals, eh Deus?
hehe ok I give you a pile of reasons
1) Its fun - same reason which made Ono make indigo in the first place
2) Its cool with tools dedicated for indigo
3) I dont want to do anything general purpose because that involves testing and compatibility which = alot of boring work
4) In order to make the most kickass images i need to be very close to the renderer in terms of materials, scene descriptions and features (like instancing) and there is no "generic" world gen that can compete with that.
5) It kills time for me (especially to justify something irrelevant like this to people like you)
6) Nice community which encourages me to actually developing for Indigo. Its "community leech" if you may but its a healthy symbiosis
Its all pretty quick and dirty I want to have fun and make cool stuff without spending too much time. I got a job you see.
Does that satisfy your thirst for understanding Tom?
/ The Princess
1) Its fun - same reason which made Ono make indigo in the first place
2) Its cool with tools dedicated for indigo
3) I dont want to do anything general purpose because that involves testing and compatibility which = alot of boring work
4) In order to make the most kickass images i need to be very close to the renderer in terms of materials, scene descriptions and features (like instancing) and there is no "generic" world gen that can compete with that.
5) It kills time for me (especially to justify something irrelevant like this to people like you)
6) Nice community which encourages me to actually developing for Indigo. Its "community leech" if you may but its a healthy symbiosis
Its all pretty quick and dirty I want to have fun and make cool stuff without spending too much time. I got a job you see.
Does that satisfy your thirst for understanding Tom?
/ The Princess
So, the main reason, and the best reason is..,
it's FUN
it's FUN
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com
http://thebigdavec.googlepages.com
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StompinTom

- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
yes, thank you. a little clarification goes a long way.
i also have a job but that doesnt make me a bitter know-it-all. awesome that youre contributing to the community (no sarcasm, in case you were wondering), each to their own ability and skill.
is it planned as a standalone generator or a plugin/script that could be controlled with object parameters in whatever modelling app people use?
i also have a job but that doesnt make me a bitter know-it-all. awesome that youre contributing to the community (no sarcasm, in case you were wondering), each to their own ability and skill.
is it planned as a standalone generator or a plugin/script that could be controlled with object parameters in whatever modelling app people use?
It sounds like gippel. :S
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com
http://thebigdavec.googlepages.com
Here is another update. I scaled up everything a factor 10. FIxed some artifacts. I will go for real scale next (factor 100 more)
http://www2.indigorenderer.com/joomla/i ... emId=16609
Some info about the scene
+ 30k objects roughly 50k polys each ( 1.5 billion polys )
+ Ground texture is 64 million texels
+ Ground fog in three layers (not working properly.. too low scattering coeffficient)
/ D
http://www2.indigorenderer.com/joomla/i ... emId=16609
Some info about the scene
+ 30k objects roughly 50k polys each ( 1.5 billion polys )
+ Ground texture is 64 million texels
+ Ground fog in three layers (not working properly.. too low scattering coeffficient)
/ D
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