I guess the only requests that I can think of is access to normal and ray vector angles or at least the tools to calculate them (cross product et al). Conditionals, etc, basically everything.
Shader tests
YAY!!!!
Thank you sooo much Ono!! Ah, so, err, when is the Linux version going to out?
I guess the only requests that I can think of is access to normal and ray vector angles or at least the tools to calculate them (cross product et al). Conditionals, etc, basically everything.
I guess the only requests that I can think of is access to normal and ray vector angles or at least the tools to calculate them (cross product et al). Conditionals, etc, basically everything.
Last edited by Grimm on Tue Jun 24, 2008 8:28 pm, edited 1 time in total.
Grimm
BbB - It means that we might see some of the export writers being able to support procedural textures from the various 3d packages. In this way many of the textures in Blender, for instance, could be replicated in Indigo. This would be a very big programming challenge to do automatically (sorry SmartDen). Mostly I think that this would be used as external textures that you would load in to use. The cool thing is that it allows you total control over your texture. Instead of UV mapping a texture you could just say that any angle in the object mesh that is greater then 45 degrees has a worn metal look and the rest is red paint, for example. Lots of possibilities.
Last edited by Grimm on Tue Jun 24, 2008 8:57 pm, edited 1 time in total.
Grimm
Ono - It would be nice to have many of these calculations in simple commands to make it easier to write the textures. I know that it would make your job so much more difficult, but most people will not know the heavy math required by some of this. For myself, I know just enough to get me into trouble. Anyway, just a thought.
Thanks,
Grimm
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StompinTom

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Hmmm... how about processing speed, running the script for each ray hitting the material could maybe slow down the whole rendering Process if the shaders getting more complicated.OnoSendai wrote:Whaat wrote:Yup, basically you embed a short program in the scene file, that describes the albedo, exponent, blend factor, displacement, etc.. of any material.
The program is executed whenever a ray hits the material, and can therefore use such information as the normal at the hit position, hit position, surface uv coordinates at the hit position etc.. to calculate the final colour or whatever
How about GPU support for this part of Indigo, actually this should be a classic GPU homeground...
Check this place for advice: http://www.gpgpu.org/
polygonmanufaktur.de
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