Indigo Renderer 3.4.9

General News and accouncements regarding the Indigo render engine
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Pibuz
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Re: Indigo Renderer 3.4.9

Post by Pibuz » Sun Oct 14, 2012 10:43 am

..culling option should have been named cooling, since it is so COOL!

Sorry guys. Couldn't resist.

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ENSLAVER
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Re: Indigo Renderer 3.4.9

Post by ENSLAVER » Sun Oct 14, 2012 2:13 pm

CTZn wrote:
ENSLAVER wrote:On a sidenote, what is the correct way to use Exit Portals with Clipping? If they intersect the walls they light up the cavity which seems like a waste of CPU power.
You have certainly thought of that since, culling geometry sounds like the best option to take with portals. It will allow the hidden walls to project their shadow onto the portals, as opposed to ressource intensive rays.

If I put a light in a box and noone is there to see it does it really emit light?

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CTZn
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Re: Indigo Renderer 3.4.9

Post by CTZn » Sun Oct 14, 2012 2:28 pm

ENSLAVER wrote:
CTZn wrote:
ENSLAVER wrote:On a sidenote, what is the correct way to use Exit Portals with Clipping? If they intersect the walls they light up the cavity which seems like a waste of CPU power.
You have certainly thought of that since, culling geometry sounds like the best option to take with portals. It will allow the hidden walls to project their shadow onto the portals, as opposed to ressource intensive rays.

If I put a light in a box and noone is there to see it does it really emit light?
If the little cat is not dead, yes... excuse me, I'm not sure which case you mean exactly. I don't know how portals behave when clipped, I was thinking that you were describing the exteriors of the wall being clipped but not portals.

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lycium
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Re: Indigo Renderer 3.4.9

Post by lycium » Mon Oct 15, 2012 7:01 am

ENSLAVER wrote:
CTZn wrote:
ENSLAVER wrote:On a sidenote, what is the correct way to use Exit Portals with Clipping? If they intersect the walls they light up the cavity which seems like a waste of CPU power.
You have certainly thought of that since, culling geometry sounds like the best option to take with portals. It will allow the hidden walls to project their shadow onto the portals, as opposed to ressource intensive rays.

If I put a light in a box and noone is there to see it does it really emit light?
Unfortunately Indigo still inefficient enough, that the answer is "yes" ;)

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pixie
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Re: Indigo Renderer 3.4.9

Post by pixie » Mon Oct 15, 2012 10:58 am

ENSLAVER wrote:If I put a light in a box and noone is there to see it does it really emit light?
One of my examples shows that questions answered, you weren't paying attention! :/
:P

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OnoSendai
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Re: Indigo Renderer 3.4.9

Post by OnoSendai » Thu Oct 18, 2012 4:04 am

delle wrote: Thank you,

Do you think that, in the future, this flag will be available for normal meshes ? (e.g. planes)

I've been waiting for this since 4 years ago... see this post!
We'll work on invisible objects after 3.4 stable is done.

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delle
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Re: Indigo Renderer 3.4.9

Post by delle » Thu Oct 18, 2012 3:53 pm

OnoSendai wrote:We'll work on invisible objects after 3.4 stable is done.
Great!

Thank you

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zeitmeister
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Indigo Renderer 3.4.9

Post by zeitmeister » Thu Oct 18, 2012 7:05 pm

Ono!!!

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Polinalkrimizei
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Re: Indigo Renderer 3.4.9

Post by Polinalkrimizei » Thu Oct 18, 2012 9:43 pm

That's awesome. And hey, I'm sure there are some fancy nano-compound-super-materials soon that are in fact invisible. Of course Glare doesn't want to stay behind!

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