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Originalplan® wrote:
What's this? Can someone give some advice?


material problem
with a wave length of
0.00000040000000000003 m
which must be less or equal to
0.0000004 m

share scene/material or correct the value ;)


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I found a bug color profile

Indigo introduces the working space profile sRGB, as required for the normal display sRGB IEC61966-2.1

https://yadi.sk/i/Yyon_9KM36ccXi


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Indigo 100
In GPU there's quite a leakage when the walls are 'thin'. The light drains through the vertices. :(


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pixie wrote:
In GPU there's quite a leakage when the walls are 'thin'. The light drains through the vertices. :(


Spotted that too - see attached, exported from Sketchup.


Attachments:
Light.igs [15.73 KiB]
Downloaded 26 times
Light.png
Light.png [ 254.2 KiB | Viewed 686 times ]
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2nd Place Winner
pixie wrote:
In GPU there's quite a leakage when the walls are 'thin'...

Thin walls: a NoGo in 3D modelling since 2002

But yes, would be nice if it would work out of the box!


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Zom-B wrote:
Thin walls: a NoGo in 3D modelling since 2002



Really? For Mental Ray and other approximative renderers maybe. But Indigo is supposed to handle this better IMO.


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I am amazed people still use that type of modeling, and I can't even remember the 2002s. Yeah, sure, you will save like 6 polygons per wall, but, people, c'mon, nowadays we have so much ram we could fly to the Moon and back! :D

I tend to see this problem in such manner: If it's physically correct render engine, then you should physically correct model your scene. Just like the example with the correct modeling of a glass and a medium inside it - there has to be at least some amount of thickness. Judging by the fact that Indigo is a physically accurate render engine, and a very accurate one, I would think it actually does worse with such tricks with thin walls, glass, surfaces in general, then the biased ones. But, hey, it's just me, and it could actually be an accuracy problem within engine, who knows.

It's time to deliver that sweet 0.48 magic, guys! :D


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The devs are on a bit of a vacay for a few more days I think. :)


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Indigo 100
thesquirell wrote:
I am amazed people still use that type of modeling, and I can't even remember the 2002s. Yeah, sure, you will save like 6 polygons per wall, but, people, c'mon, nowadays we have so much ram we could fly to the Moon and back! :D

I tend to see this problem in such manner: If it's physically correct render engine, then you should physically correct model your scene. Just like the example with the correct modeling of a glass and a medium inside it - there has to be at least some amount of thickness. Judging by the fact that Indigo is a physically accurate render engine, and a very accurate one, I would think it actually does worse with such tricks with thin walls, glass, surfaces in general, then the biased ones. But, hey, it's just me, and it could actually be an accuracy problem within engine, who knows.

It's time to deliver that sweet 0.48 magic, guys! :D


I think you infer too much from what I said...


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Indigo 100
besides, I got leaking even with walls


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pixie wrote:
besides, I got leaking even with walls
:O
If you could provide some simplified scene for this, that would help the devs debugging that issue for sure!
You can send it to me via pm, and I'll feed it into the bugtracker!


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Indigo 100
Zom-B wrote:
pixie wrote:
besides, I got leaking even with walls
:O
If you could provide some simplified scene for this, that would help the devs debugging that issue for sure!
You can send it to me via pm, and I'll feed it into the bugtracker!

Sure thing. This is as raw as raw gets.


Attachments:
File comment: CPU
bughuntcpu.jpg
bughuntcpu.jpg [ 269.91 KiB | Viewed 612 times ]
File comment: GPU
bughunt.jpg
bughunt.jpg [ 252.93 KiB | Viewed 612 times ]
bughunt.pigs [2.56 KiB]
Downloaded 27 times
File comment: c4d scene
bughunt.zip [91.26 KiB]
Downloaded 25 times
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Indigo 100
nmeau wrote:
pixie wrote:
In GPU there's quite a leakage when the walls are 'thin'. The light drains through the vertices. :(


Spotted that too - see attached, exported from Sketchup.

Better save the scene in pigs format


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2nd Place Winner
Doublecheck your scene pixie, that "room" walls are as single sided as they can be!


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Indigo 100
Zom-B wrote:
Doublecheck your scene pixie, that "room" walls are as single sided as they can be!

I'll be damn, you're right! Well my scene is way complex, sadly :(


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