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

- Posts: 2345
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
- 3D Software: Cinema 4D
-
Contact:
Post
by pixie » Wed Jul 22, 2015 10:28 pm
OnoSendai wrote:Exponent map.
Let's make a kickstarter so we can give Ono a license to indigo, he above all deserves it for his work!

-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Wed Jul 22, 2015 10:29 pm
pixie wrote:OnoSendai wrote:Exponent map.
Let's make a kickstarter so we can give Ono a license to indigo, he above all deserves it for his work!

lol thanks Pixie

-
pixie

- Posts: 2345
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
- 3D Software: Cinema 4D
-
Contact:
Post
by pixie » Wed Jul 22, 2015 10:32 pm
This all thread feels like watching a baby's first steps!

-
Zom-B

- Posts: 4701
- Joined: Tue Jul 04, 2006 4:18 pm
- Location: ´'`\_(ò_Ó)_/´'`
-
Contact:
Post
by Zom-B » Wed Jul 22, 2015 10:34 pm
That was a quick integration Ono

What materials (features) are still missing?
With full material support the community could finally help finding bugs in a (closed) beta

polygonmanufaktur.de
-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Wed Jul 22, 2015 10:47 pm
Zom-B wrote:That was a quick integration Ono

What materials (features) are still missing?
Probably too many to list.
However we're getting closer to basic support for materials, that will render most scenes to a decent level of completeness.
-
sunlooksgreen
- Posts: 25
- Joined: Mon Jul 07, 2014 8:56 pm
Post
by sunlooksgreen » Wed Jul 22, 2015 11:33 pm
why is it rendering so different/strange compared to Oscar s image?
-
Oscar J

- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Post
by Oscar J » Thu Jul 23, 2015 2:45 am
-
zeitmeister

- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
-
Contact:
Post
by zeitmeister » Thu Jul 23, 2015 4:55 am
Progress Progress Progress... Yeah!
Cheers, zeiti
-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Sat Jul 25, 2015 12:46 am
specular reflectivity param support for phong:
-
Attachments
-

-
Oscar J

- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Post
by Oscar J » Sat Jul 25, 2015 1:20 am
Ah, that explains the carpaint looking a little weird earlier.

-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Sat Jul 25, 2015 4:19 am
uniform background
-
Attachments
-

-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Sat Jul 25, 2015 4:33 am
Getting the sun+sky GPU code working again:
This renders at about 38 M samples/sec

-
Attachments
-

-
Zom-B

- Posts: 4701
- Joined: Tue Jul 04, 2006 4:18 pm
- Location: ´'`\_(ò_Ó)_/´'`
-
Contact:
Post
by Zom-B » Sat Jul 25, 2015 5:52 am
OnoSendai wrote:Getting the sun+sky GPU code working again:
This renders at about 38 M samples/sec

Nice one, even no terminator artifacts, kudos!
polygonmanufaktur.de
-
OnoSendai

- Posts: 6243
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Sat Jul 25, 2015 6:15 am
Zom-B wrote:OnoSendai wrote:Getting the sun+sky GPU code working again:
This renders at about 38 M samples/sec

Nice one, even no terminator artifacts, kudos!
subdivision factor 2.
Who is online
Users browsing this forum: Bing [Bot] and 10 guests