Indigo 0.8 stable

General News and accouncements regarding the Indigo render engine
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suvakas
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Post by suvakas » Sat May 26, 2007 9:45 pm

OnoSendai wrote:Interesting that fry is seeing such speedups from exit portals.. might have to give them a try :)
Yeah, why not ? :P :lol:
Anyway.. for me the general idea seems to be same as invisible meshlights. Except that the portal doesn't emit light directly, but gets it's power from sun/skylight.
I think, that emitter with null material can also let the outside environment to be visible as well.

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OnoSendai
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Post by OnoSendai » Sat May 26, 2007 9:49 pm

Well, the general idea AFAIK is to choose a 2d region, volume, or surface, to sample more often than usual. In this way rays will tend to go through the portal more often.

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suvakas
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Post by suvakas » Sat May 26, 2007 9:53 pm

Yes, i get that.

But..if there is an emitter in the scene, then how are the rays traced? They are traced from the emitter towards cam or vice versa? Isn't the emitter like a "portal" already?

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OnoSendai
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Post by OnoSendai » Sat May 26, 2007 9:54 pm

Well, it depends if we're talking bidirectional or normal path tracing :)

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suvakas
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Post by suvakas » Sat May 26, 2007 10:02 pm

lol
Gotcha ! :)

But still.. how hard it would be to make a meshlight invisible? I mean how hard it would be to code? Or what do you generally think about it? Is it a bad idea? Cause i probalby don't know much about what i'm really talking about here... I'm just used to do it in vray and i can also see the speed difference when rendering with Indigo using emitters instead of the sun.

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OnoSendai
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Post by OnoSendai » Sat May 26, 2007 10:03 pm

Emitters can't really be invisible in Indigo. Emitters are basically objects with a non-zero emitted radiance and zero albedo (don't reflect light).
So they block all light rays.

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suvakas
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Post by suvakas » Sat May 26, 2007 10:08 pm

I see. Ok. I'll let it rest then 8)

naxos
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Post by naxos » Sat May 26, 2007 11:47 pm

i'm not high-level in dev. but my 2 cents are :

exit portals are not simply a way to block rays from going out the scene and so they are ignored instead of being rendered running to the infinite sky ?

cheers

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filippo
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Post by filippo » Sun May 27, 2007 3:12 am

this version work very well!!!
thaks
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb

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CTZn
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Post by CTZn » Mon May 28, 2007 4:45 am

Mmm, unlike suvakas I'm insisting on invisible lights, sorry for that :?

Can't meshes be used to define a zone in space (a volume) where rays are shot from a random point within that volume, toward a random direction ?

I understand that meshlights are actually defining a surface, and their normal to the surface is the direction the rays follow (+they block light), a perfect way to define black bodies I guess.

Now for plasma based light sources, like neons and fire and jets, the actual model of meshlights is not suitable. I don't know how many applications for such lights can be found, but a new light type is something for a renderer...

Worth it ?
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OnoSendai
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Post by OnoSendai » Mon May 28, 2007 5:04 am

Volume based light sources would be cool, and are something i might get round to adding some day.

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CTZn
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Post by CTZn » Mon May 28, 2007 5:13 am

Wow, no hurry eh !

:wink:
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