0.7 Documentation (WIP)

General questions about Indigo, the scene format, rendering etc...
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OnoSendai
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0.7 Documentation (WIP)

Post by OnoSendai » Sun Jan 28, 2007 7:29 pm

EDIT:
To get the current reference manual, download the latest indigo distribution, or get it from the 'Documentation / Indigo Reference Manual' menu above.












Here's the 0.7 documentation, scene file format etc...
Still a WIP :)
This should be the authoritative source for information, *if* it is covered in here.

http://www.indigorenderer.com/montecarl ... Manual.pdf

Feel free to comment; also if there's anything anyone *really* needs documented, please tell me.
Last edited by OnoSendai on Wed May 16, 2007 2:35 am, edited 1 time in total.

tizxx
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Post by tizxx » Mon Jan 29, 2007 6:46 am

You do a very good jog.
The documentation is very very important.

Many many thanks for this another step forward.

Thank you very much.

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CTZn
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Post by CTZn » Mon Jan 29, 2007 7:09 am

That was needed, thank you very much Ono !

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VictorJapi
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Post by VictorJapi » Mon Jan 29, 2007 9:13 am

has specular lost the color prop?
winmain(){
japi victorJapi;
victorJapi::Signature();
}

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Post by Zom-B » Mon Jan 29, 2007 9:19 am

VictorJapi wrote:has specular lost the color prop?
As far as I understood, the color gets defined in the absorption_coefficient_spectrum of the medium :?
so if you want a red specular you have define:

Code: Select all

<absorption_coefficient_spectrum>
     <rgb>
        <rgb>0 1 1</rgb>
     </rgb>
</absorption_coefficient_spectrum> 
(The values may be much bigger than 1)
polygonmanufaktur.de

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CTZn
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Post by CTZn » Tue Jan 30, 2007 12:30 am

if there's anything anyone *really* needs documented, please tell me.
Well, I think material blending (and null_material btw, does that exist anyway ?) are worth to be documented :)

Thanks :)

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Post by j_07 » Thu Feb 15, 2007 11:45 am

Concerning the texture projection:
"[...]all components will be converted to display values by raising to the power of 2.2."
But there is an "exponent"-tag set to 2.2. So does this tag have any influence on the textures gamma curve yet?
And there is also an exponent (set to linear 1.0) for bump mapping? Tweakable or not?

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Post by fused » Thu Feb 15, 2007 11:56 am

@j_07

a while ago i did a testrender for that.

link to the image

from left to right exponent = 1.0, 1.5, 2.2

yes it has some influence
Last edited by fused on Thu Feb 15, 2007 12:03 pm, edited 1 time in total.

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Post by OnoSendai » Thu Feb 15, 2007 12:02 pm

j_07 wrote:Concerning the texture projection:
"[...]all components will be converted to display values by raising to the power of 2.2."
This refers only to the RGB diffuse colour of the diffuse material and the phong material. It is not applied to texture values, instead the exponent is given by the <exponent> tag in the texture element.

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Post by j_07 » Thu Feb 15, 2007 12:07 pm

Thanks!

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Post by j_07 » Thu Feb 15, 2007 12:17 pm

Ok, so the rgb values for the base colour have a fixed gamma gradient.
Hmm... although I think the idea of having gamma correction in rgb values is quite progressive, this fact makes it harder to create previews for Indigo Scenes in modelling environments. But anyways... we have Pixelshaders to tweak on the other side... let's go for it.

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Post by j_07 » Thu Feb 15, 2007 1:58 pm

BTW, what is the tag "<uv_set>" used for in texture and bump?

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Post by j_07 » Thu Feb 15, 2007 2:02 pm

The TexCoords are part of the mesh description. So I have no idea.
Sorry for bothering but as long as the manual isn't finished I prefer asking.

Also, what after-comma-precission is required/supported when exporting a scene?

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Post by OnoSendai » Fri Feb 16, 2007 1:47 am

j_07 wrote:Ok, so the rgb values for the base colour have a fixed gamma gradient.
Hmm... although I think the idea of having gamma correction in rgb values is quite progressive, this fact makes it harder to create previews for Indigo Scenes in modelling environments. But anyways... we have Pixelshaders to tweak on the other side... let's go for it.
In practice, it means that the final result colours match those that u choose in your colour picker in the modelling program.

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Post by OnoSendai » Fri Feb 16, 2007 1:49 am

j_07 wrote:BTW, what is the tag "<uv_set>" used for in texture and bump?
The uv_sets, when defining a texture element, choose which set of UV texture coordinates to use.
The uv_set value needs to match a uv_set exported from a mesh.

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