Paul Russam's Church Test-thread
I finally got around to testing this model again using Indigo 0.9.10 Stable. In a given amount of time, this scene rendered to 888 spp in Indigo 0.8 Stable. In the same amount of time, it rendered to 1192 spp in Indigo 0.9.10 Stable. Pretty impressive speed increase! 34%!
Here are two more shots from this amazing model (that I did NOT create! see first post...). Ignore the texture error on the pillars
I should point out that I had to make a slight change to SkIndigo in order to export this model without SketchUp crashing. I had to change instancing to be enabled by default (which it normally isn't). That simply saved me the time of selecting each component individually and enabling instancing. Without instancing, exporting this entire model is probably not possible on most systems.
Here are two more shots from this amazing model (that I did NOT create! see first post...). Ignore the texture error on the pillars
I should point out that I had to make a slight change to SkIndigo in order to export this model without SketchUp crashing. I had to change instancing to be enabled by default (which it normally isn't). That simply saved me the time of selecting each component individually and enabling instancing. Without instancing, exporting this entire model is probably not possible on most systems.
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- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
That second shot looks amazing!
So by using instancing the export issue for big files is solved.
I must try this.
Thanks for sharing.
The first image has a nice foggy athmosphere but I would prefer a more contrast rich version so I levelled and 'curved' it using Pshop.
If you don't like it I can take it off as I don't want to hijack your thread.
Cheers,
Kwistenbiebel
So by using instancing the export issue for big files is solved.
I must try this.
Thanks for sharing.
The first image has a nice foggy athmosphere but I would prefer a more contrast rich version so I levelled and 'curved' it using Pshop.
If you don't like it I can take it off as I don't want to hijack your thread.
Cheers,
Kwistenbiebel
Yeah, ignore what Kram saidKram1032 wrote:for auto instancing, you need to code something, that gets the shape of objects, even if they're scaled or rotated differently, compares them, and then, instances them, as a last step...
not too easy (and even if someone codes a fitting program, also time consuming)
We're not talking about auto instancing. We're talking about having instancing on by default in SkIndigo. You just have to change one line of code in SkIndigo.
I don't want to put this option in the UI because it can mess up a lot of things (mainly meshlights). It has a lot to do with the exporting algorithm (which is quite different from Blendigo AFAIK)
These are the rules of using instancing in SkIndigo (these may not apply to other exporters):
1) Don't use instancing if the component contains an emitter material
2) Don't use instancing if the component contains an Indigo sphere primitive
3) Don't use instancing if the component contains an exit portal material
4) Don't use instancing if you are using multiple UV sets on that component. (It might work, but it's buggy)
5) If you have nested components with instancing enabled, only the top-level component will be treated as an instance.
6) A component with non-uniform scale will not be exported as an instance.
7) I think that's all.
There should be no issues with using instancing on windows.
1) Don't use instancing if the component contains an emitter material
2) Don't use instancing if the component contains an Indigo sphere primitive
3) Don't use instancing if the component contains an exit portal material
4) Don't use instancing if you are using multiple UV sets on that component. (It might work, but it's buggy)
5) If you have nested components with instancing enabled, only the top-level component will be treated as an instance.
6) A component with non-uniform scale will not be exported as an instance.
7) I think that's all.
There should be no issues with using instancing on windows.
Re: Paul Russam's Church Test-thread
Please note: this is an OLD thread. I am re-writing the core mesh export routine in SkIndigo and I thought I'd give you some interesting numbers for exporting this classic scene.
Hardware Used:
ASUS G73JW Laptop Core I7-640QM 1.73GHz
GeForce GTX 460M
8 GB Ram
Indigo 3.0.9 (64 bit)
SkIndigo 3.0.10 with No Instancing enabled for any components
Export time: approx. 11 minutes
Indigo Loading and Building time: approx. 15 minutes!! (XML meshes file generated was over 750MB)
Total time to start rendering: 26 min 38 seconds
RAM used by Indigo during loading and building: approx 7 GB!!
SkIndigo 3.0.11 with Automatic Instancing and IGMESH file format
1st Export Time - approx. 3min 20 seconds
2nd Export Time (with cached meshes - NOT Quick Export mode) - 39 seconds
Indigo Loading and Building time: 5 seconds
Total Time to start rendering (first export): 3min 25 seconds
Total Time to start rendering (subsequent exports): 44 seconds
RAM used by Indigo during loading and building: approx. 300MB
I'd say it's a game changer...
Hardware Used:
ASUS G73JW Laptop Core I7-640QM 1.73GHz
GeForce GTX 460M
8 GB Ram
Indigo 3.0.9 (64 bit)
SkIndigo 3.0.10 with No Instancing enabled for any components
Export time: approx. 11 minutes
Indigo Loading and Building time: approx. 15 minutes!! (XML meshes file generated was over 750MB)
Total time to start rendering: 26 min 38 seconds
RAM used by Indigo during loading and building: approx 7 GB!!
SkIndigo 3.0.11 with Automatic Instancing and IGMESH file format
1st Export Time - approx. 3min 20 seconds
2nd Export Time (with cached meshes - NOT Quick Export mode) - 39 seconds
Indigo Loading and Building time: 5 seconds
Total Time to start rendering (first export): 3min 25 seconds
Total Time to start rendering (subsequent exports): 44 seconds
RAM used by Indigo during loading and building: approx. 300MB
I'd say it's a game changer...
Re: Paul Russam's Church Test-thread
The last string is the most interesting
MEMORY SAVING!
You're great Whaat! Thank you for your hard work!
MEMORY SAVING!
You're great Whaat! Thank you for your hard work!
Re: Paul Russam's Church Test-thread
Nice improvements!
Can this scene be downloaded somewhere in obj or 3ds or so?
Can this scene be downloaded somewhere in obj or 3ds or so?
Re: Paul Russam's Church Test-thread
I am sending Nick the PIGM. I could send you the SKP file but I don't have it as OBJ or 3DSfused wrote:Nice improvements!
Can this scene be downloaded somewhere in obj or 3ds or so?
Re: Paul Russam's Church Test-thread
quick update from latest test with SkIndigo 3.0.11 (yet to be released)
1st Export Time: 2 minutes and 15 seconds
1st Export Time: 2 minutes and 15 seconds
Re: Paul Russam's Church Test-thread
..Whaat stop it: we're drooling here!
I have a question for you: when using external OBJs or 3DSs, the geometry is actually stored in the igs file OR there's only a path pointing to the model? I ask because if I set paths in windows, pack the scene and open it in Linux the paths will all be messed up..
I have a question for you: when using external OBJs or 3DSs, the geometry is actually stored in the igs file OR there's only a path pointing to the model? I ask because if I set paths in windows, pack the scene and open it in Linux the paths will all be messed up..
Re: Paul Russam's Church Test-thread
Only the path is stored. I actually am not familiar with how paths are handled in Linux so I can't really help you this one. I don't have Linux installed for testing.Pibuz wrote:..Whaat stop it: we're drooling here!
I have a question for you: when using external OBJs or 3DSs, the geometry is actually stored in the igs file OR there's only a path pointing to the model? I ask because if I set paths in windows, pack the scene and open it in Linux the paths will all be messed up..
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