Indigo 0.7 test 1

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Indigo 0.7 test 1

Post by OnoSendai » Wed Jan 10, 2007 6:47 pm

Right, i'm getting bored just bugfixing and not releasing anything,
so here's 0.7 test 1.
There's a metric fuckton of new stuff, the big ones are
SSS + participating media (experimental), new media system, polarisation (experimental),
camera bloom, mem usage optimisation, autofocus, a glossy transparent material, instancing, a blend_material (allowing material trees)

NOTE: many stuffs may not work!!!! this is a TEST release!!

ANOTHER NOTE: your xml files will need to change, quite a lot :)

I'll be writing on how to use these features soon.

stuff that is currently broken:

* kdtree disk caching
* bidirectional stuff
* probably lots of other stuff

http://www.indigorenderer.com/montecarl ... _test1.zip

Changelog:

v0.7 test 1
* improved disc sampling
* added in polarisation simulation
* specular tag of phong removed; use ior instead.
* added bloom tag to camera tag.
* added in precedence for transparent specular materials
* some small speedups for kdtree traversal
* added in blend material
* added diffuse_transmitter material
* added autofocus option for camera
* (re)added ply model loading
* fucked around with mesh loading code
* meshes should use less memory now
* raises fatal error on unexpected element when parsing scene xml
* throw error on texture missing, instead of issuing warning
* changed how burn is used, the burn value is now based on the average image luminance instead of the max over all the pixels.
* Added in new 'medium' object and changed how specular materials work.
* changed absorption to absorption_coefficient_spectrum
* added glossy_transparent material
* added uniform spectrum type
* Added internal mesh instancing
* raises error on non-orthogonal rotation matrix
* added SSS and participating media in general.
* added normal_smoothing boolean element to mesh element.
* removed enable_normal_smoothing element from model element
* added fatal error if no lights in scene
* possibly fixed specular bump mapping bug (was not binding uv coords)
* removed gain from texture elements, using a, b, c polynomial coefficients instead
* fixed bug where reverse gamma correction was applied multiple times to same texture.

EDIT:
--------------Documentation-----------------
Some documentation updates:
http://www.indigorenderer.com/montecarl ... Manual.pdf

------------- XML Stuff ------------
There's heaps of test scenes to look at if you're in doubt about how to do something, but here's some changes:

You'll need to add

Code: Select all

<normal_smoothing>true</normal_smoothing>
or

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<normal_smoothing>false</normal_smoothing>
to each mesh element.

Camera with bloom:

Code: Select all

	<camera>
		<pos>0 -2 1</pos>
		<up>0 0 1</up>
		<forwards>0 1 0.02</forwards>

		<aperture_radius>0.0001</aperture_radius>
		<focus_distance>3.0</focus_distance>
		<aspect_ratio>1.33</aspect_ratio>
		<sensor_width>0.036</sensor_width>
		<lens_sensor_dist>0.02</lens_sensor_dist>
		<white_balance>D65</white_balance>
		
		<bloom>
			<weight>0.1</weight>
			<radius>0.05</radius>
		</bloom>
	</camera>
to use autofocus (sets focus_distance by tracing ray)

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<autofocus/>
in camera element.

To define a medium, in this case glass:

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<medium>
		<name>glass</name>

		<ior>1.5</ior>
		<cauchy_b_coeff>0.0</cauchy_b_coeff>
		<absorption_coefficient_spectrum>
			<uniform>
				<value>0</value>
			</uniform>
		</absorption_coefficient_spectrum>
		<precedence>10</precedence>
	</medium>
The Specular material is now defined like this:

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	<material>
		<name>glass</name>

		<specular>
			<transparent>true</transparent>
			<internal_medium_name>glass</internal_medium_name>
		</specular>
	</material>
Glossy transparent like this:

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	<material>
		<name>frosty_glass</name>

		<glossy_transparent>
			<internal_medium_name>glass</internal_medium_name>
			<exponent>1000</exponent>
		</glossy_transparent>
	</material>

A medium with SSS:
(not sure if SSS is working right now tho)

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<medium>
		<name>scattering_medium</name>
		
		<ior>1.5</ior>
		<cauchy_b_coeff>0.0</cauchy_b_coeff>
		<absorption_coefficient_spectrum>
			<rgb>
				<rgb>10000.0 2 2</rgb>
			</rgb>
		</absorption_coefficient_spectrum>
		
		<subsurface_scattering>
			<scattering_coefficient_spectrum>
				<uniform>
					<value>2</value>
				</uniform>
			</scattering_coefficient_spectrum>
			
			<phase_function>
				<uniform/>
			</phase_function>
		</subsurface_scattering>
	</medium>

Blend material, in this case using a texture to blend between the
materials named 'a' and 'b':

EDIT: updated with fixed example.

Code: Select all

	<material>
		<name>default</name>
		
		<blend>
			<a_name>a</a_name>
			<b_name>b</b_name>
			<blend_factor>0.5</blend_factor>
			
			<blend_map>
				<uv_set>albedo</uv_set>
				<path>checker.jpg</path>
				<exponent>1.0</exponent>
			</blend_map>
		</blend>
	</material>
Last edited by OnoSendai on Fri Apr 20, 2007 11:27 pm, edited 14 times in total.

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tungee
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Post by tungee » Wed Jan 10, 2007 7:08 pm

hi ono!
the list is so coooool,i dont know what i sould ask for requests in future.

A lot of thanx from germany! :D :)
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mrmoose
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Post by mrmoose » Wed Jan 10, 2007 8:10 pm

Thanks nik, i love you!!! :lol:

mrmoose :D

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Post by zuegs » Wed Jan 10, 2007 8:12 pm

Hi ono, this is realy COOOOLL :D :shock: :D 8)

I like to test the material "blend" feature... could you give a XML example for this?
Many thanks, great work

[EDIT] THX Nick :D
Last edited by zuegs on Wed Jan 10, 2007 8:22 pm, edited 1 time in total.

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OnoSendai
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Post by OnoSendai » Wed Jan 10, 2007 8:20 pm

Updated with blend mat xml.
Not sure if it works tho :)

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OnoSendai
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Post by OnoSendai » Wed Jan 10, 2007 8:23 pm

Updated with a fix for a SSS bug!

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OnoSendai
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Post by OnoSendai » Wed Jan 10, 2007 9:31 pm

A SSS test:
2hr render time

Image

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Zom-B
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Post by Zom-B » Wed Jan 10, 2007 10:03 pm

Oh yeah... a new Toy to Play with :D :D :D

The only Bad news is that after development of CD4 Exporter stopped,
the C4D users will have to edit a lot in the XML the next months :cry:

But I'm sure its worth the pain!!! :wink:

Thanks a million times for sharing your Test build Ono!!
polygonmanufaktur.de

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OnoSendai
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Post by OnoSendai » Wed Jan 10, 2007 10:54 pm

Updated zip:
fixed blend material and added blend_material_test.xml scene to show how to do 'alpha masking' :)

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manitwo
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Post by manitwo » Wed Jan 10, 2007 11:06 pm

:shock: :shock: Great!

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OnoSendai
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Post by OnoSendai » Wed Jan 10, 2007 11:12 pm

blend_material_test output:

Image

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DaveC
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Post by DaveC » Wed Jan 10, 2007 11:13 pm

This is so fantastic. I'm reading the features list and I'm almost crying! You are the BEST!!
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CTZn
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Post by CTZn » Wed Jan 10, 2007 11:50 pm

Thanks a million times for sharing your Test build Ono!!
+ 1000000

I like that way, even more addictive :lol:

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suvakas
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Post by suvakas » Thu Jan 11, 2007 12:01 am

One million from me too !! 8)

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Pinko
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Post by Pinko » Thu Jan 11, 2007 12:09 am

tnx ONO
Pinko. :wink:

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