Diffuse transmitter material

General questions about Indigo, the scene format, rendering etc...
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manitwo
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Post by manitwo » Thu May 17, 2007 2:57 am

Code: Select all

    <material>
        <name>curtain-difftrans</name>
        <diffuse_transmitter>
            <colour>1 1 1</colour>
            <albedo_texture>
                <uv_set>default</uv_set>
                <path>curtain.jpg</path>
                <b>10</b>         <------------------------ I am talking about this
                <exponent>2.2</exponent>
            </albedo_texture>
        </diffuse_transmitter>
    </material>
As you know the amount of transmitted light of a "diffuse transmitter" is controlled with a texture. In my curtain testscene at first the transmittance was too contrasted (the light flowers let nearly all light through whereas the blue part became nearly black) so i increased the "b" value of the texture to make the transmittance more uniform.
hope this helps :wink:

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Stur
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Post by Stur » Thu May 17, 2007 3:11 am

manitwo wrote:Diffuse transmitter curtain:

Image
It's nice, but is the shadow physically correct ? The curtains' shadow shouldn't be lighter than the wall's one ?

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manitwo
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Post by manitwo » Thu May 17, 2007 3:18 am

the problem is that i used a diffuse-transmitter which is >diffuse<, so the transmitted light spreads all over the room. However i could try to use a small noisy-dotted alpha-map to let some "parallel" light-beams through. (which wouldn't be blue tho)
for a more physical accurate curtain you need a curtain with thickness and sss aplied. (which would be slower of course)

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Zom-B
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Post by Zom-B » Thu May 17, 2007 3:26 am

manitwo wrote:As you know the amount of transmitted light of a "diffuse transmitter" is controlled with a texture. In my curtain testscene at first the transmittance was too contrasted (the light flowers let nearly all light through whereas the blue part became nearly black) so i increased the "b" value of the texture to make the transmittance more uniform.
hope this helps :wink:
yes this helps, thaks mani!

atm the Indigo Manual mentions about a, b & c parameters but there is no explenation :?
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Kram1032
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Post by Kram1032 » Thu May 17, 2007 3:57 am

C gets rid of pure black (= brightness)
B = contrast, normally strong
A = contrast, extreme...

I dunno, if that's the best explaination (or if it's 100% correct)

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Zom-B
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Post by Zom-B » Thu May 17, 2007 12:06 pm

It seems there is a Problem with the diffuse Transmitter!

Here a (null material blended) diffuse_transmitter rendering:

Image

And here a simple (null material blended)diffuse rendering:

Image

both igi Files are attached!
Kram1032 wrote:C gets rid of pure black (= brightness)
B = contrast, normally strong
A = contrast, extreme...

I dunno, if that's the best explanation (or if it's 100% correct)
why does A exist if you could raise B to a veeeeeeerrryyy high number?!
But you explanation helps :wink:
Attachments
diffuse_transmitter_bug.zip
the Scene Files + textures
(2.44 MiB) Downloaded 184 times
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CTZn
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Post by CTZn » Thu May 17, 2007 12:39 pm

Would the effect be the same if you tesselate the mapped planes further ?
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Kram1032
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Post by Kram1032 » Thu May 17, 2007 4:04 pm

hum...
I guess, that's, 'cause of the behaviour of the diffuse transmitter:

it isn't a physically corret thing, but adds light it's own colour.

in that case, the coulour is aded many many times -> no more light :S

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CTZn
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Post by CTZn » Thu May 17, 2007 8:27 pm

Sounds correct, Kram. So diffuse transmitter is, in most cases, for single layer setups...
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OnoSendai
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Post by OnoSendai » Thu May 17, 2007 8:44 pm

ZomB wrote:
manitwo wrote:As you know the amount of transmitted light of a "diffuse transmitter" is controlled with a texture. In my curtain testscene at first the transmittance was too contrasted (the light flowers let nearly all light through whereas the blue part became nearly black) so i increased the "b" value of the texture to make the transmittance more uniform.
hope this helps :wink:
yes this helps, thaks mani!

atm the Indigo Manual mentions about a, b & c parameters but there is no explenation :?
Actually it's explained exactly what they do in the manual.
It's just hard to understand for non-graphics programmers :)

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OnoSendai
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Post by OnoSendai » Thu May 17, 2007 8:46 pm

ZomB:
there's no problem.
Build the material like this:

mat1 = 50/50 blend of (green) phong and (green) diffuse transmitter.

mat2 = blend of mat1 and a null material. Use the leaf clip map for the blend factor for this material.

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Zom-B
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Post by Zom-B » Thu May 17, 2007 8:58 pm

I'll try this dual Blend later, I just thought the diffuse_transmitter only result above couldn't be right....
its just like the extracted light just adds up to a black color in the center... not very common for light :wink:
OnoSendai wrote:Actually it's explained exactly what they do in the manual.
It's just hard to understand for non-graphics programmers :)
He he... :lol:
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OnoSendai
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Post by OnoSendai » Thu May 17, 2007 9:02 pm

The leaves with the diffuse transmitter look like that because the diffuse transmitter only transmits light - it doesn't reflect it.
General principle: when using a diffuse transmitter, you probably want to blend it with a reflecting material such as a phong or diffuse.

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Zom-B
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Post by Zom-B » Thu May 17, 2007 9:08 pm

OnoSendai wrote:The leaves with the diffuse transmitter look like that because the diffuse transmitter only transmits light - it doesn't reflect it.
hmmm... ok... maybe I'am stupid, but if they doesn't reflect the sunlight,
but only transmits light, why aren't the leaves in the middle as bright as the one on the sides...
doesn't the have to look much more uniform brightened?!

sorry if I don't understand this right :oops:
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OnoSendai
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Post by OnoSendai » Thu May 17, 2007 9:10 pm

They're darker in the middle, because each time light passes through the leaf, it's attenuated (multiplied) by the texture colour. So less light passes through. More leaves -> less light -> darker.

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