General questions about Indigo, the scene format, rendering etc...
-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Wed Dec 19, 2012 4:43 am
FakeShamus wrote:ok thanks - hey, can I use this moment to restate my request for a hair primitive? seems like it would go hand-in hand with this new stuff!
So you can make hairy mountains?

-
FakeShamus
- Posts: 512
- Joined: Wed May 02, 2007 11:34 am
Post
by FakeShamus » Wed Dec 19, 2012 4:57 am
ha! I was thinking more like rolling grassy hills... with maybe a fuzzy stanford bunny frolicking around.
-
CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Wed Dec 19, 2012 6:23 am
FakeShamus wrote:ok thanks - hey, can I use this moment to restate my request for a hair primitive? seems like it would go hand-in hand with this new stuff!
Ticket #520 got bumped !
tracker wrote:The hair primitive requires a tip and base radii, plus interpolation power between those. Expectedly hairs would be caped (closed volumes).
Anything you would like to add on the feature ? Here's your post 1 year ago for reference:
http://www.indigorenderer.com/forum/vie ... 24#p112324
obsolete asset
-
FakeShamus
- Posts: 512
- Joined: Wed May 02, 2007 11:34 am
Post
by FakeShamus » Thu Dec 20, 2012 2:02 am
They could be closed volumes or flat, I guess, depending on what you need them for. And having some sort of texture-based or ISL control of the scattering (exactly what reminded me of it above) and direction of the hairs, as well as texture or ISL based coloring. for example, each hair would inherit the color of whatever point on the surface they are being scattered from. Blender already has a lot of these options for hair, so I'm mostly thinking in terms of translating that into Indigo.
-
CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Thu Dec 20, 2012 2:32 am
Yes, basically hair systems are instances individually deformed by an assigned input curve. Since the exported curves are at the basis of the system it makes sense to introduce curve based primitives at an earlier stage.
This is being OT, sorry Nick

obsolete asset
-
neo0.
- Posts: 1784
- Joined: Thu Feb 28, 2008 7:11 am
- Location: the US of A
Post
by neo0. » Thu Dec 20, 2012 11:04 pm
Hehe it's not terragen, but its looking pretty neat. Was it rendered with sun/sky. It would be pretty cool if we could make things like this in indigo

-
wlf_alex
- Posts: 99
- Joined: Tue Aug 28, 2012 9:26 pm
- Location: Russia-Moscow, Spain-Alicante
-
Contact:
Post
by wlf_alex » Fri Dec 21, 2012 9:10 pm
fused wrote:With trees and atmospheric scattering
Rendered over night.
When these tools are available in indigo (cindigo)?
ArchiCAD 14, Cinema 4D r13, IndigoRender, VrayforC4D
-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Fri Dec 21, 2012 11:56 pm
wlf_alex wrote:fused wrote:With trees and atmospheric scattering
Rendered over night.
When these tools are available in indigo (cindigo)?
We're still deciding exactly how they should work. Having said that it might not be too long.
-
CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Sat Dec 22, 2012 3:34 am
OnoSendai wrote:wlf_alex wrote:fused wrote:With trees and atmospheric scattering
Rendered over night.
When these tools are available in indigo (cindigo)?
We're still deciding exactly how they should work. Having said that it might not be too long.
Please consider adding a min and max scattering distances, each optional. I'm not sure wether the distance should be in world scale or relative to the target density...
obsolete asset
-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Sat Dec 22, 2012 3:40 am
CTZn wrote:
Please consider adding a min and max scattering distances, each optional. I'm not sure wether the distance should be in world scale or relative to the target density...
Distance from what?
-
PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
-
Contact:
Post
by PureSpider » Sat Dec 22, 2012 3:57 am
From each instance to each other, I assume.
-
CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Sat Dec 22, 2012 6:51 am
Yes, the distance between points, because hairs have a much more caracteristic distribution than trees do.
Granted, a valid solution might be different than I suggested. and edit: a voronoi distribution would do the job I assume.
obsolete asset
-
galinette

- Posts: 923
- Joined: Sat Jan 09, 2010 1:39 am
- Location: Nantes, France
-
Contact:
Post
by galinette » Sat Dec 22, 2012 7:16 am
CTZn wrote:Yes, the distance between points, because hairs have a much more caracteristic distribution than trees do.
Granted, a valid solution might be different than I suggested. and edit: a voronoi distribution would do the job I assume.
Voronoi is a tesselation algorithm based on a point distribution, it is not a point distribution!
For hair, Poisson Disk distribution rules, it's not the simplest, but there are dozens of papers about it.
Etienne
-
CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
Post
by CTZn » Sat Dec 22, 2012 8:03 am
Ah I understand, much appreciated !
Hold on, poissons have no hairs !!!
obsolete asset
Who is online
Users browsing this forum: No registered users and 19 guests