REALLY slow rendering

Announcements, requests and support regarding the Blender Indigo export script
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Kram1032
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Post by Kram1032 » Tue Feb 19, 2008 9:11 am

To show normals in Blender:
go to edit mode,
then go to the Editing Tab (F9)
Next, move the bar to the right, so that you can see, what's on the side. (You might not need that, when having a widescreen or a screen with very high resolution^^)

There are many options...

Three of them are:

Nsize (the value is in BU)
Draw Normals
and
Draw VNormals

Nsize gives the lengh, the normals should have, when drawn. Too small, and you wont be able to tell, in which direction the normal points to.
Too big, and the same will occur, as the normal probably will go out on the other side, where the next face is. Which value is good, depends on the thickness of your mesh, so, you probably will need to play with it...

"Normals" are the face normals
"VNormals" are the vertex normal ;)

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Labello
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Post by Labello » Tue Feb 19, 2008 9:31 am

@psor:

thanks again man! this works just fine!

@kram:

yeah! thats what i was looking for! thanks a lot 2 u!

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psor
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Post by psor » Tue Feb 19, 2008 9:47 am

:wink:
"The sleeper must awaken"

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Kram1032
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Post by Kram1032 » Tue Feb 19, 2008 9:48 am

no problem ;)
Also try the other options: They can be useful for many purposes.
In Object-Mode, you also have that menu, but with different options.
The most interesting (in my opinion) are:

Drawmode Bounding Box or Wire
To see through objects and to have a faster view, although there's Solid or Shaded or Textured mode...

and XRay:
This will put the object *always* to the front of the view, no matter, where it is.
If two (or more) objects have XRay enabled, and they are overlapping in the angle of view, you're in, at that moment, they'll be displayed in the correct order, again, but still in front of all the other objects :)

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Labello
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Post by Labello » Tue Feb 19, 2008 10:02 am

i must admitt that blender is still new to me. some time ago i switched from winXP, C4D and Gimp to Ubuntu, Blender, Gimp and the water is just flowing out of my mouth...

blender seems so much more handy to me than any other tool i ever tried. i just always have to search the functions and tools i was used to in C4D. but when i find them i love them^^

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pixie
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Post by pixie » Tue Feb 19, 2008 12:21 pm

2psior:

Sorry for my ignorance but indigo reflectivity equivalent is what? Diffusion, phong... ?

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psor
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Post by psor » Tue Feb 19, 2008 12:36 pm

@pixie

To keep it simple, the mentioned values are for the RGB colors of the
Reflectance at 0°. With other words just the "diffuse" color and not the
specular of diffuse/phong. The topic is more complex but we have to keep
it simple so people don't run away in pain. Because in real life, reflectance
is not just the result of Ref 0° but of Ref 0° and Ref 90°. :D ;)
Jose Martin @ Maxwell Render forum wrote: Definition of Reflectance:
Reflectance is defined as the ratio of incident flux on a sample surface to
reflected flux from the surface as shown in Figure 18.1. Reflectance ranges
from 0 to 1. Reflectance was originally defined as a ratio of incident flux of
white light to reflected flux in a hemisphere direction. Equipment to measure
reflectance are called spectrometers.

Image
I hope this helps a bit. As I said, there is a original thread at the maxwell
forum which covers the topic far more then I could do this. ;o))
Rule of thumb wrote: + If RGB 0÷255 is used, absolute maximum should be 224.
+--- better to use 204 as maximum to be sure, because of Ref 90°
+ If RGB 0÷1 is used, absolute maximum should be 0.878.
+--- better to use 0.80 as maximum to be sure, because of Ref 90°



take care
psor
Last edited by psor on Tue Feb 19, 2008 12:58 pm, edited 2 times in total.
"The sleeper must awaken"

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pixie
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Post by pixie » Tue Feb 19, 2008 12:40 pm

Thanks psor, you had enlighten me! :-D

Now things would be read as should, now that I have a reference... ;-)

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psor
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Post by psor » Tue Feb 19, 2008 12:55 pm

You're very welcome! I recommend to save all this stuff for learning
and to keep it at a save place. I've some folders just with stuff like
that because I can't keep so much stuff in my head and I don't
want to reinvent the wheel. :D :lol: ;)



take care
psor
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Big Fan
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Post by Big Fan » Tue Feb 19, 2008 1:47 pm

how about rounding up all that stray information and put it in a wiki entry called 'explaining indigo rendering in technical terms' or something :wink: :D

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psor
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Post by psor » Tue Feb 19, 2008 1:51 pm

It's a good idea BF, but I see a problem to use Jose's images in our wiki.

So someone could make a small scene and do the testing to show what's
going on. Another one could write the wiki and so on. I never did an edit
of a wiki article so I'm not sure if I'm the right person. If nobody is out
there who's gonna do this then I probably should take a look at it. ;)




take care
psor
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Big Fan
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Post by Big Fan » Tue Feb 19, 2008 1:56 pm

well maybe you just make a sticky thread then with these bits in it?
we all know how hard it is to get people to contribute to wikis :evil: :roll: :wink:
I am starting to add more to the latest blendigo one to keep up with new features and add useful detail
it would be a good companion to that and the official manual :)

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psor
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Post by psor » Tue Feb 19, 2008 2:23 pm

I'll see what I can do! 8) :D ;)



take care
psor
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doublez
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Post by doublez » Tue Feb 19, 2008 2:50 pm

This is some great info, thanks for posting all of it.

pxl666
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Post by pxl666 » Tue Feb 19, 2008 8:27 pm

hey
this is cooking for 9 hrs on three dualcore (2ghz) machines and its till noisy...here are my setts and render - any hints how to spedup next render of this bedroom??
cheers

ps(windows are covered with EP's)
Attachments
bedroom.jpg
bedroom.jpg (210.84 KiB) Viewed 4505 times
bedroom_sett.jpg
bedroom_sett.jpg (41.81 KiB) Viewed 4504 times

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