General questions about Indigo, the scene format, rendering etc...
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vis4arch
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by vis4arch » Tue Feb 19, 2013 11:27 am
Guys,
thats just cool... looking forward to test it with blender

btw, I am new to this topic:
how high is the memory usage?
Once i was doing a project - exterior rendering with grass scattered with blender ps, and at the end i couldn't fit in to my 32 Gb RAM on my WS...(probably its my insufficient knowledge...)
Keep up the great work, and thanks!
all the best,
tamas
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Zom-B

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by Zom-B » Tue Feb 19, 2013 6:55 pm
vis4arch wrote:Once i was doing a project - exterior rendering with grass scattered with blender ps, and at the end i couldn't fit in to my 32 Gb RAM on my WS...(probably its my insufficient knowledge...
Since Indigo does that by loading some base mesh(es) and the instance them all over the place, you only pay the base mesh(es) once, and the instances are free as a beer

(regarding RAM usage!)
polygonmanufaktur.de
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Headroom

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by Headroom » Tue Feb 19, 2013 10:07 pm
Well...that depends how you set up your particle system in blender. There are several ways to do that and not all of them will generate instanced geometry. StompinTom posted a Blender grass tutorial ages ago and that approach uses instancing and as such uses very little ram.
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OnoSendai

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by OnoSendai » Tue Feb 19, 2013 11:34 pm
vis4arch wrote:
how high is the memory usage?
Memory usage shouldn't be too high, due to the use of instancing.
In the scene posted, there were 11K instances. Total mem usage for Indigo process was about 120 MB.
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CTZn
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by CTZn » Wed Feb 20, 2013 12:30 am
OnoSendai wrote:Some fully procedural grass tests.
Made from some parametric surfaces in a patch, then scattered over the ground plane.
This is just using a simple diffuse material, so obviously the final thing will look much better!
It's looking good already.
Off course am I curious about the ISL code behind the initial grass patch.
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OnoSendai

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by OnoSendai » Wed Feb 20, 2013 5:40 am
With a better double-sided-thin material, and with a teapot!
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OnoSendai

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by OnoSendai » Wed Feb 27, 2013 11:20 pm
Hair scatter test
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OnoSendai

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by OnoSendai » Wed Feb 27, 2013 11:32 pm
Fewer, better fibres.
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OnoSendai

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by OnoSendai » Thu Feb 28, 2013 12:09 am
Vellus hair scattering test. SSS is 'turned off' obviously.
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lape
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by lape » Thu Feb 28, 2013 12:23 am
Great! I need this tool! But will scattering be available in Skindigo ? (and when?)
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CTZn
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by CTZn » Thu Feb 28, 2013 2:01 am
Nice tests Ono !
Even though trimmed, hairs ends have more of a conical shape very soon after. A proportionated bump mapping coule even figure scales, with some interference at their edges.
UV based combing is to be considered.
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OnoSendai

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by OnoSendai » Thu Feb 28, 2013 2:10 am
CTZn:
Indeed the ends of the hairs are not capped, that's something that could be improved.
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CTZn
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by CTZn » Thu Feb 28, 2013 6:52 am
Ah, the ends are not capped. This explains why they are black, I thought otherwise

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lycium
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by lycium » Fri Mar 01, 2013 2:55 am
OnoSendai wrote:Fewer, better fibres.
*ahem* Nick, please make sure nobody sees this on your screen while it's rendering...
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CTZn
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by CTZn » Fri Mar 01, 2013 5:34 am
lycium wrote:OnoSendai wrote:Fewer, better fibres.
*ahem* Nick, please make sure nobody sees this on your screen while it's rendering...
Everybody would see it, as soon as you provide them with the option. The topic was the
shape of the fibers, and it was improved indeed compared with the previous render :/
edit: and I bet that the hairs shape will be improved further !
Last edited by
CTZn on Fri Mar 01, 2013 5:40 am, edited 1 time in total.
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