Indigo 0.9 test 2

General News and accouncements regarding the Indigo render engine
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rgigante
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Post by rgigante » Fri Jul 20, 2007 12:41 am

Thanks Ono!

Any news or performance comparision in the case of rollback to the old transformation matrix form?

Thx in advance, Riccardo.

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jurasek
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Post by jurasek » Fri Jul 20, 2007 12:47 am

Ono thank you for sse1 8)

greetz,
jur

PS. Works fine via Wine 0.9.36.

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OnoSendai
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Post by OnoSendai » Fri Jul 20, 2007 12:54 am

rgigante wrote:Thanks Ono!

Any news or performance comparision in the case of rollback to the old transformation matrix form?

Thx in advance, Riccardo.
Not yet, will look at that soon :)

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ortega
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Post by ortega » Fri Jul 20, 2007 12:59 am

crash again :(

Image

its my computer i think :?

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ortega
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Post by ortega » Fri Jul 20, 2007 1:04 am

mmmm works now ... but with simple scene :?

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ortega
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Post by ortega » Fri Jul 20, 2007 2:16 am

:) just i dumb ... works fine!


thx :wink:

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Whaat
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Post by Whaat » Fri Jul 20, 2007 2:37 am

Thanks Ono!

I am still having problems with textured materials on spheres. UV set cannot be bound. (Did you change the XML?) Also, did you fix the exit portal bug that causes the direction of the light to change?

Thanks again! (especially for fixing all the startup crashes!)

Whaat

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OnoSendai
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Post by OnoSendai » Fri Jul 20, 2007 3:23 am

try 'default' for the sphere UV set.

As far as the light changing direction, it's not really a exit portal bug, but more a consequence of the way environmental lighting is done with bidirectional path tracing.

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Whaat
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Post by Whaat » Fri Jul 20, 2007 5:03 am

OnoSendai wrote:try 'default' for the sphere UV set.
OK, that worked but it creates a problem if you create a material with multiple uv sets and apply it to a sphere primitive. (eg. doing a material preview on a sphere).
As far as the light changing direction, it's not really a exit portal bug, but more a consequence of the way environmental lighting is done with bidirectional path tracing.
So...using exit portals should give you the same environmental lighting as if not using exit portals as long as you don't change the setting for bi-directional....I will test this.

I am getting crashes with this simple scene. It seems to work if there is no texture applied to the cube. Any ideas?

Using Pentium 4 with Windows XP Pro

Whaat
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CoolColJ
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Post by CoolColJ » Fri Jul 20, 2007 5:51 pm

wow way faster, man it's gonna fly with quad core :)

some included test scenes don't work with the new gamma element

any examples on how to syntax it? and the new texture syntax?
becuase the speed icnrease makes it worth using over v0.8 stable....

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OnoSendai
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Post by OnoSendai » Fri Jul 20, 2007 5:54 pm

rgb spectrum looks like:

Code: Select all

				<rgb>
					<rgb>10 0 0</rgb>
					<gamma>1</gamma>
				</rgb>
textured emitter looks like

Code: Select all

<meshlight>

    <rotation>
      <matrix>
        1 0 0 0 1 0 0 0 1
      </matrix>
    </rotation> 
    <pos>0 0 0</pos>
    <scale>0.5</scale>
    <mesh_name>lightmesh</mesh_name>

    <!-- define the emission spectrum-->
    <spectrum>
      <uniform>
        <value>100000000</value>
      </uniform>
    </spectrum>
    
    <!-- texture the light -->
    <texture>
      <uv_set>albedo</uv_set>
      <path>../177875_1168716264_large.jpg</path>
      <exponent>2.2</exponent>
    </texture>
    
  </meshlight>

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rgigante
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Post by rgigante » Fri Jul 20, 2007 7:48 pm

rgigante wrote:
Thanks Ono!

Any news or performance comparision in the case of rollback to the old transformation matrix form?

Thx in advance, Riccardo.

Not yet, will look at that soon
Thanks Ono... waiting for any news.

But... in the meanwhile... any chance to see the emitting property and "exit portal" property becoming integral part of material definition removing the meshlight items?

Thanks really again.

Riccardo.

ZanQdo
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Post by ZanQdo » Fri Jul 20, 2007 11:37 pm

yay it works on wine, does wine take advantage of SSE?

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Kram1032
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Post by Kram1032 » Fri Jul 20, 2007 11:43 pm

If it wouldn't none of the Indigoversions'd work, there ;)

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OnoSendai
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Post by OnoSendai » Sun Jul 22, 2007 3:35 am

rgigante wrote:Thanks Ono!

Any news or performance comparision in the case of rollback to the old transformation matrix form?

Thx in advance, Riccardo.
Looks like this works alright.
So I'll probably relax the orthogonality restriction next release.

The matrix will still have to be invertible tho :)

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