Subdivision + displacement test

General questions about Indigo, the scene format, rendering etc...
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OnoSendai
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Post 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>
Attachments
disp.jpg
disp.jpg (102.86 KiB) Viewed 2914 times

BbB
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Post 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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Post by Kosmokrator » Wed May 14, 2008 4:22 am

:P heheheh..........me too BbB....... :)
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OnoSendai
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Post 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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Post by Kosmokrator » Wed May 14, 2008 4:27 am

so our eyes looks like this:

:shock: :shock: :shock: :shock: :roll: :oops: :shock: :shock: :shock:
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
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Post by OnoSendai » Wed May 14, 2008 4:28 am

:)

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OnoSendai
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Post 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.
Attachments
disp2.jpg
disp2.jpg (127.08 KiB) Viewed 2892 times

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CTZn
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Post 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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Post 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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Kram1032
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Post by Kram1032 » Wed May 14, 2008 5:54 am

Could it also be related to this?
http://www.blender.org/development/curr ... er-baking/
(The bit depth part...)

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OnoSendai
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Post 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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Post 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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Post by crojack » Wed May 14, 2008 6:33 am

:shock:
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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Post 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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Post by beta » Wed May 14, 2008 6:51 am

hehehe that ball looks pretty funny :lol:

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