Post your experiments with light layers here

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zsouthboy
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Post your experiments with light layers here

Post by zsouthboy » Thu Jul 24, 2008 3:03 pm

Here's my second light layer test scene.

Post yours! It's fun to sit there and flip between layers, change light colors, etc :)

And again, the easiest way to get light layers without support from your exporter: choose diffuse materials for the light materials, and replace the material definitions with the example from /testscenes/layer_blending_test.igs.
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Pinko5
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Post by Pinko5 » Thu Jul 24, 2008 7:40 pm

Tnx Zsouthboy very fun!!!
Luca. ;)

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Pibuz
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Post by Pibuz » Thu Jul 24, 2008 7:51 pm

Yes Zed: cool tests! I can't wait to make one myself!

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Pibuz
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Post by Pibuz » Thu Jul 24, 2008 9:07 pm

Sorry Zed: with which part have I to replace the exported diffuse mat? Here I report the plain layer-blending-testscene.igs

<material>
<name>mat1</name>
<diffuse>
<layer>0</layer>


<albedo>
<constant>
<rgb>
<rgb>
0.8 0.8 0.8
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</albedo>

<base_emission>
<constant>
<rgb>
<rgb>
2000000000 2000000000 2000000000
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</base_emission>
</diffuse>
</material>

<material>
<name>mat2</name>
<diffuse>
<layer>1</layer>

<albedo>
<constant>
<rgb>
<rgb>
0.8 0.8 0.8
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</albedo>

<base_emission>
<constant>
<rgb>
<rgb>
2000000000 2000000000 2000000000
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</base_emission>
</diffuse>
</material>



<model>
<pos>-0.5 0 0</pos>
<scale>0.5</scale>
<mesh_name>mesh1</mesh_name>


<emission_scale>
<material_name>mat1</material_name>
<measure>luminous_flux</measure>
<value>100</value>
</emission_scale>d
</model>

<model>
<pos>0.5 0 0</pos>
<scale>0.5</scale>
<mesh_name>mesh2</mesh_name>


<emission_scale>
<material_name>mat2</material_name>
<measure>luminous_flux</measure>
<value>100</value>
</emission_scale>d
</model>














<!--Ground Plane-->
<material>
<name>ground</name>
<diffuse>
<albedo>
<constant>
<rgb>
<rgb>
0.8 0.8 0.8
</rgb>
<gamma>1.0</gamma>
</rgb>
</constant>
</albedo>
</diffuse>
</material>

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Camox
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Post by Camox » Fri Jul 25, 2008 12:09 am

Here is my result with 6 layer.
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Last edited by Camox on Fri Jul 25, 2008 10:08 pm, edited 1 time in total.

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Pibuz
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Post by Pibuz » Fri Jul 25, 2008 1:32 am

Ehi Camox!! Seem very interesting! But i still can't make separated layers: with layer 0 i just can control all layers in parallel... :cry:

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Pibuz
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Post by Pibuz » Fri Jul 25, 2008 2:12 am

Ok, found out by myself!
The only problem is that in the export operation SkIndigo writes exposed UVsets, not recognized by Indigo 1.1.7, so i have to delete them all by hand (and i can't use textures....)

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zsouthboy
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Post by zsouthboy » Fri Jul 25, 2008 2:44 am

Sorry for not making it clear :)

Take this example light layered light:

Code: Select all

<material>
		<name>mat1</name>
		<diffuse>
			<layer>0</layer>
	

			<albedo>
				<constant>
					<rgb>
						<rgb>
							0.8 0.8 0.8
						</rgb>
						<gamma>1</gamma>
					</rgb>
				</constant>
			</albedo>

			<base_emission>
				<constant>
					<rgb>
						<rgb>
							2000000000 2000000000 2000000000
						</rgb>
						<gamma>1</gamma>
					</rgb>
				</constant>
			</base_emission>
		</diffuse>
	</material>
Paste it in your new scene, over the "light" (which we exported as diffuse) material, with a correct name (so for example, I'll replace the below with the above):

Code: Select all

<material>
		<name>mat1</name>
		<diffuse>
			<albedo_spectrum>
				<rgb>
					<rgb>0.8 0.8 0.8</rgb>
					<gamma>2.2</gamma>
				</rgb></albedo_spectrum>
		</diffuse>
	</material>

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Pibuz
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Post by Pibuz » Fri Jul 25, 2008 2:54 am

tHANK YOU zED: a little thinking and i'd already dug it out by myself..

A little suggestion to Ono, more about the interface during the rendering: instead of "X,Y and Z gain", put "R,G and B value" on the gain sliders. I think this way it'd be more user-friendly :wink:

I think a numeric input would be useful too; perhaps (if possible) the possibility to have a color wheel per layer, in addition/substitution of the numeric inputs, to make more clear what we are going to change about the correspondent layer.

For the rest: i'm very excited by this 1.1.7 version!!!!!! :D :D :D :D :D

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Pibuz
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Post by Pibuz » Sat Jul 26, 2008 2:19 am

Another tip for the implementation: the possibility to match the layers' names with the emitting sources. For example, if in the SW we have an emitting mat named NEON1 and we export it as a separate light-layer - say LAYER1 - it should be useful to see in Indigo the layer1 named NEON1, so it's easy to understand which panel controls which light(s).
[I know that is only an optimization: i think i'm going waaaaaaay to lazy...]

Should be nice also to have the standard Layer0 named SUN/SKY. I read that probably in one of the next releases it will be possible to separate the GI from the direct lighting: in that case, i suggest we keep the SUN and SKY layers always as the layer0 and layer1 respectively, so once you've exported the scene -if you choose the layerblending mode- you actually find the first two sliders named SUN and SKY, and then all the others emitters...

What do you say?

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zsouthboy
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Post by zsouthboy » Sat Jul 26, 2008 3:29 am

I actually had this exact thought Pibuz, and came to post it today! :)

[REQ] Allow custom naming of layers 0-7

[Insane REQ] Show a small thumbnail of the current layer, for each layer (each layer has a 50x50 tonemapped preview of that layer's contents)

[Insane REQ] Global thumbnail preview image to do tonemapping/mixing against - fullsize render isn't changed until you forcefully "update" it

[REQ] Button to turn on/off tonemapping at x interval while you render

[REQ] Main view resize 100%/50%/25%/Window button

[Insane REQ?] Settings panel and log window are tool windows and able to be moved around / turned off

[Insane REQ] Ability to choose layers to focus rendering power on - small emitters are VERY noisy after a long time of rendering, while the lights on the other layers are nice and clean.

Feel free to tell me to pound sand, Ono, just getting those out there :D

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Post by PureSpider » Sat Jul 26, 2008 4:09 am

zsouthboy wrote:I actually had this exact thought Pibuz, and came to post it today! :)

[REQ] Allow custom naming of layers 0-7

[Insane REQ] Show a small thumbnail of the current layer, for each layer (each layer has a 50x50 tonemapped preview of that layer's contents)

[Insane REQ] Global thumbnail preview image to do tonemapping/mixing against - fullsize render isn't changed until you forcefully "update" it

[REQ] Button to turn on/off tonemapping at x interval while you render

[REQ] Main view resize 100%/50%/25%/Window button

[Insane REQ?] Settings panel and log window are tool windows and able to be moved around / turned off

[Insane REQ] Ability to choose layers to focus rendering power on - small emitters are VERY noisy after a long time of rendering, while the lights on the other layers are nice and clean.

Feel free to tell me to pound sand, Ono, just getting those out there :D
+1 on each of that requests!

crojack
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Post by crojack » Sat Jul 26, 2008 6:21 am

sheesh, I go out of town for a couple weeks and the whole indigo world changes :evil:

can't wait to get into this :D

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CTZn
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Post by CTZn » Sat Jul 26, 2008 7:02 am

zsouthboy wrote:Sorry for not making it clear :)

Take this example light layered light:

Code: Select all

<material>
		<name>mat1</name>
		<diffuse>
			<layer>0</layer>
	

			<albedo>
				<constant>
					<rgb>
						<rgb>
							0.8 0.8 0.8
						</rgb>
						<gamma>1</gamma>
					</rgb>
				</constant>
			</albedo>

			<base_emission>
				<constant>
					<rgb>
						<rgb>
							2000000000 2000000000 2000000000
						</rgb>
						<gamma>1</gamma>
					</rgb>
				</constant>
			</base_emission>
		</diffuse>
	</material>
Paste it in your new scene, over the "light" (which we exported as diffuse) material, with a correct name (so for example, I'll replace the below with the above):

Code: Select all

<material>
		<name>mat1</name>
		<diffuse>
			<albedo_spectrum>
				<rgb>
					<rgb>0.8 0.8 0.8</rgb>
					<gamma>2.2</gamma>
				</rgb></albedo_spectrum>
		</diffuse>
	</material>
Nice zsouthboy ! It would be nice if you could create an input in the wiki for such hints, thanks !
obsolete asset

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pixie
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Post by pixie » Sat Jul 26, 2008 8:00 am

Anyone know if values as blackbody and the others being used in the mesh emitters work?

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