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

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by OnoSendai » Wed May 14, 2008 4:17 am
Another test:
It's still early days with the code, I'm just messing with different techniques right now.
Whaat:
the current method for displacement mapping looks like this:
Code: Select all
<material>
<name>mat</name>
<diffuse>
<colour>0 0.6 0.6</colour>
<displacement_map>
<uv_set>default</uv_set>
<path>indigo.jpg</path>
<exponent>2.2</exponent>
<b>0.05</b>
</displacement_map>
</diffuse>
</material>
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Attachments
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- disp.jpg (102.86 KiB) Viewed 2914 times
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BbB
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by BbB » Wed May 14, 2008 4:21 am
Boy, it's gonna be hard getting any sleep until you release this one...
EDIT: Looking at my watch and it looks like you're not getting any sleep either...
Last edited by
BbB on Wed May 14, 2008 4:23 am, edited 1 time in total.
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Kosmokrator
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by Kosmokrator » Wed May 14, 2008 4:22 am

heheheh..........me too BbB.......

1)Core i7 965XE stock CLOCK ,PSU:CHIEFTEC 850W
M/B ASUS P6T DELUXE,WATERCOOLING ZALMAN RESERATOR 2
MEMORY:6GB CORRSAIR @1600,Ati HD 4870x2,
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OnoSendai

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by OnoSendai » Wed May 14, 2008 4:24 am
BbB: you might be awake for a while... MPD is a rather difficult problem, at least to implement efficiently.
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Kosmokrator
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by Kosmokrator » Wed May 14, 2008 4:27 am
1)Core i7 965XE stock CLOCK ,PSU:CHIEFTEC 850W
M/B ASUS P6T DELUXE,WATERCOOLING ZALMAN RESERATOR 2
MEMORY:6GB CORRSAIR @1600,Ati HD 4870x2,
MONITOR:LG 1950SQ,CASE:THERMALTAKE SOPRANO
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OnoSendai

- Posts: 6244
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by OnoSendai » Wed May 14, 2008 4:28 am
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OnoSendai

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by OnoSendai » Wed May 14, 2008 4:32 am
puffer fish sphere:
I have to say, I'm dying to see what you talented artists can create with this
EDIT: it's possible the ridges are caused by JPG compression artifacts, or they could be some kind of aliasing.
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- disp2.jpg (127.08 KiB) Viewed 2892 times
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CTZn
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by CTZn » Wed May 14, 2008 5:37 am
Is the final resolution of the geometry based on texture res, or MP screen size ? Can one control this (level of subd, thus memory impact) ?
obsolete asset
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Zom-B

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by Zom-B » Wed May 14, 2008 5:53 am
OnoSendai wrote:EDIT: it's possible the ridges are caused by JPG compression artifacts, or they could be some kind of aliasing.
I would blame here either a to small texture resolution, or 8bit (if resolution is high)...
afaik Indigo launches fine with 16bit PNGs... are the 16bit also used???!
polygonmanufaktur.de
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OnoSendai

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by OnoSendai » Wed May 14, 2008 6:09 am
zom-b:
Indigo does load 16 bit PNGs, but the 16 bit channels are converted to 8 bit channels internally.
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OnoSendai

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by OnoSendai » Wed May 14, 2008 6:11 am
CTZn wrote:Is the final resolution of the geometry based on texture res, or MP screen size ? Can one control this (level of subd, thus memory impact) ?
Currently you just specify a subdivision level.
I will look into various heuristics for adaptive subdivision tho.
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crojack
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by crojack » Wed May 14, 2008 6:33 am
this looks awesome!!
wonder what a black and white cad drawing of an elevation or floor plan would do.
I can't wait to find out!
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zsouthboy
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by zsouthboy » Wed May 14, 2008 6:44 am
Ono, that aliasing on the puffer one looks like you need to be using a higher bit depth displacement map.
I got similar results with maxwell and jpgs and pngs.
Used 32 bit (or 16, i don't remember now, i suppose i could download the demo and test again) TIFFs and it went away.
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beta
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by beta » Wed May 14, 2008 6:51 am
hehehe that ball looks pretty funny

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