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Indigo 0.7 test 1

Posted: Wed Jan 10, 2007 6:47 pm
by OnoSendai
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 ...


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.

Some documentation updates: ... 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

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to each mesh element.

Camera with bloom:

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

to use autofocus (sets focus_distance by tracing ray)

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in camera element.

To define a medium, in this case glass:

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The Specular material is now defined like this:

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Glossy transparent like this:

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

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				<rgb>10000.0 2 2</rgb>

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


Posted: Wed Jan 10, 2007 7:08 pm
by tungee
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 :)

Posted: Wed Jan 10, 2007 8:10 pm
by mrmoose
Thanks nik, i love you!!! :lol:

mrmoose :D

Posted: Wed Jan 10, 2007 8:12 pm
by zuegs
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

Posted: Wed Jan 10, 2007 8:20 pm
by OnoSendai
Updated with blend mat xml.
Not sure if it works tho :)

Posted: Wed Jan 10, 2007 8:23 pm
by OnoSendai
Updated with a fix for a SSS bug!

Posted: Wed Jan 10, 2007 9:31 pm
by OnoSendai
A SSS test:
2hr render time


Posted: Wed Jan 10, 2007 10:03 pm
by Zom-B
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!!

Posted: Wed Jan 10, 2007 10:54 pm
by OnoSendai
Updated zip:
fixed blend material and added blend_material_test.xml scene to show how to do 'alpha masking' :)

Posted: Wed Jan 10, 2007 11:06 pm
by manitwo
:shock: :shock: Great!

Posted: Wed Jan 10, 2007 11:12 pm
by OnoSendai
blend_material_test output:


Posted: Wed Jan 10, 2007 11:13 pm
by DaveC
This is so fantastic. I'm reading the features list and I'm almost crying! You are the BEST!!

Posted: Wed Jan 10, 2007 11:50 pm
by CTZn
Thanks a million times for sharing your Test build Ono!!
+ 1000000

I like that way, even more addictive :lol:

Posted: Thu Jan 11, 2007 12:01 am
by suvakas
One million from me too !! 8)

Posted: Thu Jan 11, 2007 12:09 am
by Pinko
tnx ONO
Pinko. :wink: