General News and accouncements regarding the Indigo render engine
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psor

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by psor » Thu Jan 24, 2008 9:55 am
@dougal2
I already had a talk about this with Nik yesterday. It's the Mitchell-Netravali
filter, so change it to Gaussian! ;o))
Change ...
... to:
I asked Nik to expose the parameter for the Mitchell-Netravali filter, so we
have full control over the ringing ... he's thinking about it.
edit: It gets obvious if you see directly into the sun.
take care
psor
"The sleeper must awaken"
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dougal2

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by dougal2 » Thu Jan 24, 2008 10:04 am
ok, i though it was, btu wanted to make sure.
/me switches back to gaussian
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Kram1032
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by Kram1032 » Thu Jan 24, 2008 10:08 am
psor wrote:It gets obvious if you see directly into the sun.
psor
Does it?
Though, I think, the eye has more something like a sine-filter:

Bit ok, as MN is a simple single-waved sine with smaller amplitude, it might be close

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psor

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by psor » Thu Jan 24, 2008 10:19 am
*sigh*
@Kram
Don't try to be a smart ass dude! Do some tests and proof what you're
talking about ...
example 1 (mn_cubic):
example 1 (gaussian):
And now, come on mate, ... guess what happens here?! Hint, ... gaussian filter used.
example 2:
example 3:
take care
psor
Last edited by
psor on Thu Jan 24, 2008 10:27 am, edited 1 time in total.
"The sleeper must awaken"
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Kram1032
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by Kram1032 » Thu Jan 24, 2008 10:25 am
hum... actually the sun already showed problems with gausian...
If you pointed the camera straight at it without a scene around, you where able to see a black frame...

But ok, I know what you mean...
Interesting how the sampling type affects the aperture diffraction.... box seems to be pretty useless with glare... gaussian looks nice and MN *might* look nice when converged to less noise...
Interestingly, the noise looks very blurry with gaussian... or is it due to the heavy jpg compression?
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psor

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by psor » Thu Jan 24, 2008 10:31 am
I would say the blur comes because of the gaussian filter. And I added
an example to show that there is no problem with the sun and gaussian.
And not the sampling type is affecting the diffraction, but something else.
I'll give you some more time, ... maybe you could try it yourself, hehe!
Take it as a quiz ... lets see how long it takes.
take care
psor
"The sleeper must awaken"
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Kram1032
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by Kram1032 » Thu Jan 24, 2008 10:39 am
so you simply changed the aperture. Ok. I already wondered...
Btw: When Ono added those filter types, he wrote, that MN might be a little bit BLURRIER than Gaussian...
Strange as it actually should have more contrast, but when you look at the single pixels (as long as you only can see randomly spread noise), it seems indeed that the MN-filter is blurrier...
On the final image, that might be the other way round...
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psor

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by psor » Thu Jan 24, 2008 10:43 am
Kram? Mate? Don't do your usual guesswork ... fire up blender and Indigo
and find out what is going on under the hood!
*husch*husch* ... noch immer da? ;o))
p.s. Du weisst doch --> Grau, teurer Freund, ist alle Theorie.
take care
psor
"The sleeper must awaken"
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filippo
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by filippo » Fri Jan 25, 2008 1:51 am
wonderfull work.....
filippo
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb
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Kram1032
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by Kram1032 » Fri Jan 25, 2008 4:37 am
Oh, I like guess work

Though, yesterday I was really tired...
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blendergat
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by blendergat » Sat Jan 26, 2008 5:20 am
what were your settings for this? to get the sun like that? plz
example 2:
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CTZn
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by CTZn » Mon Jan 28, 2008 9:37 am
Salutations Ono, thank you !
obsolete asset
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psor

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by psor » Mon Jan 28, 2008 9:47 am
@blendergat
Sorry I missed your post. I used an aperture map which was looking like this ...
... or this ...
You can also use the generated aperture by Indigo, just play with it!
nb: Have a look in the Indigo v1.0.4
announcement to understand how to use it.
take care
psor
"The sleeper must awaken"
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Zom-B

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by Zom-B » Tue Jan 29, 2008 9:08 am
Hey Ono...
It seems there is a interesting Issue using Render Alpha with meshes having a Textures Color, Bump Map and exponent Map!
The attached Image is rendered with color+bump+exponent Map...
Is this a feature or a Bug ?
Something you can fix, or have the exporter writers disable texture export for Alpha render?!
**EDIT**
It seems this issue is also related to Mesh geometry, because even if I have no Textures on the mesh, there are still geometry boarders visible!
BTW: The Model is the
HL2 EP2 Hunter
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Attachments
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- im1201551621.png (341.52 KiB) Viewed 6337 times
Last edited by
Zom-B on Tue Jan 29, 2008 9:39 am, edited 1 time in total.
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