Subdivision + displacement test

General questions about Indigo, the scene format, rendering etc...
Wedge
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Post by Wedge » Mon May 19, 2008 8:29 am

New features look great. I remain optimistic about how this will work out in any Blender exporter. There is only so much one can do with a python script. Maybe Blender 2.50 will give exporter developers more control. :wink:

I don't mean to say Blender does not give us enough options, the best way to integrate into Blender is probably a custom build, rather than a python script. I think that involves much more commitment than anyone is willing and able to offer, though.
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StompinTom
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Post by StompinTom » Mon May 19, 2008 1:26 pm

i dont mind the exporter at all. its probably one of the easiest exporters to use. the one for Blender, that is. duno about the other ones!

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OnoSendai
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Post by OnoSendai » Mon May 19, 2008 11:25 pm

Another test.
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pixie
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Post by pixie » Mon May 19, 2008 11:26 pm

:shock: :shock:

How long did it takes to generate the model? And how much ram does it consume?

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Stur
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Post by Stur » Mon May 19, 2008 11:32 pm

Wow !
It's simply outstanding !

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OnoSendai
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Post by OnoSendai » Mon May 19, 2008 11:32 pm

Well, the actual subdivision is pretty fast currently, perhaps 20 secs. Building the kd-tree took about 60 secs.
After the build stage, Indigo was using about 300 MB RAM.
There's 2.5M triangles there.

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suvakas
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Post by suvakas » Tue May 20, 2008 1:12 am

This is way too cool 8)

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Kram1032
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Post by Kram1032 » Tue May 20, 2008 1:53 am

cool O.o :D
how many tris/pixel? :)

BbB
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Post by BbB » Tue May 20, 2008 2:01 am

An unbiased Terragen!
I take it the triangles are not smoothed here either, are they? Any idea how the Maxwell guys do such smooth displacement?
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Displacement1.jpg
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OnoSendai
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Post by OnoSendai » Tue May 20, 2008 2:08 am

BbB:
normal smoothing was disabled for that render, you can turn it on tho.

BbB
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Post by BbB » Tue May 20, 2008 2:17 am

Oh. So you've solved that one?

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OnoSendai
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Post by OnoSendai » Tue May 20, 2008 2:44 am

Well, it's simple enough to recalculate shading normals after subdivision and/or displacement.
What I was talking about earlier was trying to make shading normals unnecessary by sufficient subdivision.

BbB
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Post by BbB » Tue May 20, 2008 2:52 am

Oops, sorry.
(you know, I REALLY am no getting any sleep right now!)

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Kram1032
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Post by Kram1032 » Tue May 20, 2008 3:36 am

Would that be sub-supersamplesized-tris? O.o

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psor
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Post by psor » Tue May 20, 2008 3:57 am

Lovely stuff I'm seeing here I'm impressed Nick! :D :D ;)

*KEEP IT UP*


take care
psor
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