General News and accouncements regarding the Indigo render engine
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DJ AntOn
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by DJ AntOn » Tue Aug 05, 2014 9:02 pm
when we see pure GPU rendering in Indigo Renderer version?
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Zom-B
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by Zom-B » Tue Aug 05, 2014 9:24 pm
DJ AntOn wrote:when we see pure GPU rendering in Indigo Renderer version?
When its done! ;)
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OnoSendai
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by OnoSendai » Fri Aug 08, 2014 12:11 am
Updated build in place, new changelog:
3.8.8
* Made shader optional for scatter.
* Added offset_uids option for <include> tag.
* Made IGS XML element checking print a warning message to the render log / std out, instead of causing an error and stopping the scene loading.
This will allow the possibility of older Indigo versions rendering scenes saved for new IGS formats.
* Added orient_normal option for scattering.
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Zom-B
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by Zom-B » Fri Aug 08, 2014 12:21 am
OnoSendai wrote:* Added orient_normal option for scattering.
That sound handy!
Is this value a on/off setting, or can it be controlled 0-100%?!
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OnoSendai
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by OnoSendai » Fri Aug 08, 2014 12:23 am
Zom-B wrote:OnoSendai wrote:* Added orient_normal option for scattering.
That sound handy!
Is this value a on/off setting, or can it be controlled 0-100%?!
on/off.
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tar_gniK
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by tar_gniK » Sun Aug 10, 2014 12:14 am
Quick note, you may want to update the installer for IndigoMax in the executable. Version in the install file is 0.37, while most recent is 0.3.11.
Only realised when I updated Indigo, started Max, and an old IndigoMax Material Editor bug had returned. Had to manually update eventually.
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OnoSendai
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by OnoSendai » Sun Aug 10, 2014 2:00 am
Updated build in place:
* Added support for object scatter groups.
* Added scale_std_dev and height_std_dev to scatters.
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StompinTom
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by StompinTom » Tue Aug 12, 2014 1:52 am
OnoSendai wrote:Updated build in place:
* Added support for object scatter groups.
* Added scale_std_dev and height_std_dev to scatters.
Awesome! Sample code?
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OnoSendai
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by OnoSendai » Tue Aug 12, 2014 1:59 am
Code: Select all
<scatter>
<name>the scatter</name>
<proto_object_groups>
<proto_object_group>
<prototype_object_uid>4000</prototype_object_uid>
<weight>1</weight>
</proto_object_group>
<proto_object_group>
<prototype_object_uid>5000</prototype_object_uid>
<weight>0.1</weight>
</proto_object_group>
</proto_object_groups>
<density>20</density>
<scale_std_dev>0.0</scale_std_dev>
<height_std_dev>0.0</height_std_dev>
<target_object_uid>2000</target_object_uid>
<evenness>1.0</evenness>
</scatter>
or it can be done by referring to geometry and materials directly:
Code: Select all
<scatter>
<uid>119</uid>
<name><![CDATA[box on carpet base]]></name>
<proto_object_groups>
<proto_object_group>
<geometry_uid>118</geometry_uid>
<materials>
<material_uid>101</material_uid>
</materials>
<weight>1.0</weight>
<transform><matrix>7.747000e-001 0.000000e+000 0.000000e+000 0.000000e+000 2.794000e-001 0.000000e+000 0.000000e+000 0.000000e+000 3.175000e+000</matrix></transform>
</proto_object_group>
</proto_object_groups>
<target_object_uid>116</target_object_uid>
<density>20.0</density>
<seed>1</seed>
<view_culling>false</view_culling>
<orient_normal>false</orient_normal>
<scale_std_dev>0.0</scale_std_dev>
<height_std_dev>0.0</height_std_dev>
<evenness>0.5</evenness>
</scatter>
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OnoSendai
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by OnoSendai » Tue Aug 12, 2014 5:49 am
Updated build:
Added evenness setting to scatters.
Added per-scattered object (object group) transforms.
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Zom-B
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by Zom-B » Tue Aug 12, 2014 6:45 am
At some point you should update the initial changelog, thats quite a bunch for a silent update ;)
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