General questions about Indigo, the scene format, rendering etc...
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Wedge
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by Wedge » Mon May 19, 2008 8:29 am
New features look great. I remain optimistic about how this will work out in any Blender exporter. There is only so much one can do with a python script. Maybe Blender 2.50 will give exporter developers more control.
I don't mean to say Blender does not give us enough options, the best way to integrate into Blender is probably a custom build, rather than a python script. I think that involves much more commitment than anyone is willing and able to offer, though.
Content contained in my posts is for informational purposes only and is used at your own risk.
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StompinTom

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by StompinTom » Mon May 19, 2008 1:26 pm
i dont mind the exporter at all. its probably one of the easiest exporters to use. the one for Blender, that is. duno about the other ones!
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OnoSendai

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by OnoSendai » Mon May 19, 2008 11:25 pm
Another test.
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- fbm_terrain.png (1.37 MiB) Viewed 2595 times
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pixie

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by pixie » Mon May 19, 2008 11:26 pm
How long did it takes to generate the model? And how much ram does it consume?
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Stur
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by Stur » Mon May 19, 2008 11:32 pm
Wow !
It's simply outstanding !
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OnoSendai

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by OnoSendai » Mon May 19, 2008 11:32 pm
Well, the actual subdivision is pretty fast currently, perhaps 20 secs. Building the kd-tree took about 60 secs.
After the build stage, Indigo was using about 300 MB RAM.
There's 2.5M triangles there.
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suvakas

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by suvakas » Tue May 20, 2008 1:12 am
This is way too cool

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Kram1032
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by Kram1032 » Tue May 20, 2008 1:53 am
cool O.o

how many tris/pixel?

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BbB
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by BbB » Tue May 20, 2008 2:01 am
An unbiased Terragen!
I take it the triangles are not smoothed here either, are they? Any idea how the Maxwell guys do such smooth displacement?
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- Displacement1.jpg (94.39 KiB) Viewed 2558 times
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OnoSendai

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by OnoSendai » Tue May 20, 2008 2:08 am
BbB:
normal smoothing was disabled for that render, you can turn it on tho.
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BbB
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by BbB » Tue May 20, 2008 2:17 am
Oh. So you've solved that one?
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OnoSendai

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by OnoSendai » Tue May 20, 2008 2:44 am
Well, it's simple enough to recalculate shading normals after subdivision and/or displacement.
What I was talking about earlier was trying to make shading normals unnecessary by sufficient subdivision.
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BbB
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by BbB » Tue May 20, 2008 2:52 am
Oops, sorry.
(you know, I REALLY am no getting any sleep right now!)
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Kram1032
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by Kram1032 » Tue May 20, 2008 3:36 am
Would that be sub-supersamplesized-tris? O.o
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psor

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by psor » Tue May 20, 2008 3:57 am
Lovely stuff I'm seeing here I'm impressed Nick!
*KEEP IT UP*
take care
psor
"The sleeper must awaken"
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