Indigo Renderer 3.2.8
Re: Indigo Renderer 3.2.8
Yeah, the CPU is generally more accurate doing the same operations (historically GPUs always used "good enough" approximations for games, and I guess this still holds true to some degree).
Re: Indigo Renderer 3.2.8
Ok so there is no chance for it to be solved, I can't correct all meshes manualy, will stay with cpu...lycium wrote:Yeah, the CPU is generally more accurate doing the same operations (historically GPUs always used "good enough" approximations for games, and I guess this still holds true to some degree).
thx
Re: Indigo Renderer 3.2.8
Many thanks for the fixed phong darkening on GPU, works like a charm!
But hey, whats that: "Return of the Terminator Issue?!"
I had "speed issues" duo to looong polys in CAD based models before... had to learn to throw a knife cut here and there during building up my scenes... you could too :)
But hey, whats that: "Return of the Terminator Issue?!"
In theory you could set a subdiv of 1 for the "evil meshes" without smoothing, but view dependent and a angle of 0 and pixel threshold of lets say 3... that could help!Jambert wrote:Ok so there is no chance for it to be solved, I can't correct all meshes manually, will stay with cpu...
I had "speed issues" duo to looong polys in CAD based models before... had to learn to throw a knife cut here and there during building up my scenes... you could too :)
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Re: Indigo Renderer 3.2.8
Please read what I wrote about what the cause of the problem is, and how to fix it.Jambert wrote:Ok so there is no chance for it to be solved, I can't correct all meshes manualy, will stay with cpu...lycium wrote:Yeah, the CPU is generally more accurate doing the same operations (historically GPUs always used "good enough" approximations for games, and I guess this still holds true to some degree).
thx
Re: Indigo Renderer 3.2.8
I understand, many ways to fix itlycium wrote:Please read what I wrote about what the cause of the problem is, and how to fix it.Jambert wrote:Ok so there is no chance for it to be solved, I can't correct all meshes manualy, will stay with cpu...lycium wrote:Yeah, the CPU is generally more accurate doing the same operations (historically GPUs always used "good enough" approximations for games, and I guess this still holds true to some degree).
thx
- erase long thin triangles and replace it by clean quads
or
- knife cut
or
- or subdivision without smoothing
it doesn't mean problem is solved, I still can't render my CAD model with GPU without cleaning all meshes. And, as I understand, "historically GPUs always used "good enough" approximations for games, and I guess this still holds true to some degree", so can't be solved because not an indigo issue.
Re: Indigo Renderer 3.2.8
Well, this is understandable too... May I ask, which CAD modelling program you're using? Surely they are working in double precision before exporting, and have some kind of option to limit the angles inside a triangle (for those needles, one of the angles gets very close to 180 degrees).
Our problem is that the input data is limited in precision (32bit), nearly degenerate, and the GPU has less precision than a CPU. These are quite difficult constraints, so we really should hope for an automated tool in the modelling program to help.
Our problem is that the input data is limited in precision (32bit), nearly degenerate, and the GPU has less precision than a CPU. These are quite difficult constraints, so we really should hope for an automated tool in the modelling program to help.
Re: Indigo Renderer 3.2.8
Hey Whaat,Whaat wrote:Hey, thanks for making the sky brighter - I was really noticing that the shadows are typically too dark.
I have a possibly new bug report that would be great to have fixed:
When you render a material ID or alpha render, if you have a material that uses a PNG with transparency (eg. a leaf of a tree) - The alpha render or ID render will not respect the transparency/null material. So instead of the render showing the outline of the clipped leaf, you get a render showing all the leaves as rectangles.
This makes these render modes somewhat useless if your scene contains vegetation (which all of mine typically do) and adds a fair bit of extra post pro work.
Hopefully, it's an easy fix.
Thanks!
I am pretty sure I fixed this not too long ago (during 3.2.x). It should also work for materials that use the PNG alpha layer. Do you have a simple scene that shows this issue?
edit: actually, PNG transparency will not work with the material ID tracer, because the material ID tracer can only work with step blend on (it can only be one ID, either A or B, not a mix of two) and PNG transparency does not have step blend exposed as an option anywhere. But it should work for the alpha tracer.
Re: Indigo Renderer 3.2.8
Ì use solidworks, I've made test with higher quality level but no good resultlycium wrote:Well, this is understandable too... May I ask, which CAD modelling program you're using? Surely they are working in double precision before exporting, and have some kind of option to limit the angles inside a triangle (for those needles, one of the angles gets very close to 180 degrees).
Our problem is that the input data is limited in precision (32bit), nearly degenerate, and the GPU has less precision than a CPU. These are quite difficult constraints, so we really should hope for an automated tool in the modelling program to help.
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Re: Indigo Renderer 3.2.8
Interesting. My GPU works fine now, no problems as before. I didn't change any drivers or anything, so I'll leave it alone and call it fixed.
- Polinalkrimizei
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Re: Indigo Renderer 3.2.8
Hey Jambert,
rendering Solidworks objects with Blender/Indigo sucks and doesn't go without manual adjustments most of the time. But one or two knifecuts solve the problem most of the time.
Also take a look at Blender 2.62, since it ships with the brand new Remesh modifier :
http://wiki.blender.org/index.php/Dev:R ... h_Modifier
It actually does a well job with some imported objects that don't have too complex shapes, but with beveled objects you need a crazy high octree depth with results in a quite "heavy" scene, if it works at all.
rendering Solidworks objects with Blender/Indigo sucks and doesn't go without manual adjustments most of the time. But one or two knifecuts solve the problem most of the time.
Also take a look at Blender 2.62, since it ships with the brand new Remesh modifier :
http://wiki.blender.org/index.php/Dev:R ... h_Modifier
It actually does a well job with some imported objects that don't have too complex shapes, but with beveled objects you need a crazy high octree depth with results in a quite "heavy" scene, if it works at all.
Re: Indigo Renderer 3.2.8
Already reported.Whaat wrote: When you render a material ID or alpha render, if you have a material that uses a PNG with transparency (eg. a leaf of a tree) - The alpha render or ID render will not respect the transparency/null material. So instead of the render showing the outline of the clipped leaf, you get a render showing all the leaves as rectangles.
A bump from you won't harm though ;) Thanks
Re: Indigo Renderer 3.2.8
First run reboot my system(Ubuntu Linux). And other runs logging me out. WTF are you coded in there? :)
Re: Indigo Renderer 3.2.8
Hi SmartDen,SmartDen wrote:First run reboot my system(Ubuntu Linux). And other runs logging me out. WTF are you coded in there?
This will probably be your GPU driver crashing
Re: Indigo Renderer 3.2.8
Even a GeForce 9800 GT from 6/7 years ago runs well with GPU acceleration; WTF are you using in there?SmartDen wrote:First run reboot my system(Ubuntu Linux). And other runs logging me out. WTF are you coded in there?
(Seriously, it would be good to know at least which GPU you're using, how much RAM, whether it's Ubuntu 11 or 10, etc..)
Re: Indigo Renderer 3.2.8
The following problem occurs when I render with my master and a slave.
Without slave everything is ok. This was rendered on 64 bit 3.2.5 so I made a update to 3.2.8. and got the same result.
It occurs with all rendermodes.
Master is a Intel i7 k2600 with Vista, Slave is a AMD Phenom II X6 1055 with Win 7!
Without slave everything is ok. This was rendered on 64 bit 3.2.5 so I made a update to 3.2.8. and got the same result.
It occurs with all rendermodes.
Master is a Intel i7 k2600 with Vista, Slave is a AMD Phenom II X6 1055 with Win 7!
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- Bidir with MLT only Master, no Slave
- BidMlt wo Slave.jpg (18.04 KiB) Viewed 7234 times
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- Bidir with MLT with Slave
- BidMlt w Slave.jpg (18.14 KiB) Viewed 7234 times
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