Indigo 0.9 test 9

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Post by OnoSendai » Wed Oct 17, 2007 8:58 pm

BbB wrote:Thanks a million Ono.
Sorry to bug you with this old chestnut (if one can do that), but could you give us a bit of a state of play on the chances to get MPD, problems, limitations, complications...?
Sure...

Correct MPD on smoothed triangle meshes is rather complicated.
As such it's definitely something for beyond v0.9.

What I'm gonna do now is make an 0.9 branch so that i can continue to work on 0.9 bugfixes while working on new features in the trunk.

There's a few things I want to work on before MPD however - camera calibration and tonemapping, might do some work on the networking code, etc..

BbB
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Post by BbB » Wed Oct 17, 2007 9:08 pm

Cheers for the quick response, Ono. Looking at Fry's MPD, one feels it is still very much a work in progress (crashes, occasional strange memory issues, broken meshes and above all vastly increased render times for relatively complex geometry). Better wait and do it right then. Because when it works, it's definitely gorgeous.
Can't wait to use the 64bit version you just posted. I'm always baffled by how fast it is. Dunno if it's only an impression.

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CoolColJ
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Post by CoolColJ » Wed Oct 17, 2007 9:13 pm

OnoSendai wrote:Yes that's what was causing the underwater phong errors.

Not sure when i'll try to fix it, it's probably a pretty subtle effect anyway.
not that subtle, that green Phong object had an IOR of 2 and I always though that brown bit looked odd :)
Don't know if it was correct or not
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Pinko5
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Post by Pinko5 » Wed Oct 17, 2007 9:37 pm

Tnx Ono
Pinko.;)

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rgigante
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Post by rgigante » Wed Oct 17, 2007 10:05 pm

OnoSendai wrote:It's in the 0.9 WIP manual believe it or not :)

"
There is one restriction that applies to what materials can be blended together (in the same blend
tree composed of one or more blend materials) – At most one constituent material can be a BSDF
containing a delta distribution. Materials with delta distributions are the specular and null_material
material types.
"
:oops: :oops: :oops:

Thanks, Riccardo.

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Stur
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Post by Stur » Wed Oct 17, 2007 10:53 pm

Thx Ono.

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Xman
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Post by Xman » Wed Oct 17, 2007 11:07 pm

Thx Nick,go to tset now :D
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Camox
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Post by Camox » Thu Oct 18, 2007 1:38 am

Thanks Nick ! :D

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Kram1032
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Post by Kram1032 » Thu Oct 18, 2007 1:45 am

wohoo :D
Great! :)
So, no phong issues, any more, besides the wrong IoR issue :)

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Marcofly
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Post by Marcofly » Thu Oct 18, 2007 1:50 am

Thank you very much, Ono!!

:wink:

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cpfresh
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Post by cpfresh » Thu Oct 18, 2007 2:50 am

Thanks Ono! :D


*edit Dang that sure is some nice looking water CoolColJ.

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Whaat
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Post by Whaat » Thu Oct 18, 2007 2:39 pm

Ono,

I think energy loss compensation has been broken for Phong materials since test 8. See pics. Am I right?
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CoolColJ
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Post by CoolColJ » Thu Oct 18, 2007 3:16 pm

yeah acute angles of phong objects rendering black or really dark!

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filippo
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Post by filippo » Thu Oct 18, 2007 8:58 pm

wonderfull work!!!
filippo
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CoolColJ
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Post by CoolColJ » Thu Oct 18, 2007 9:58 pm

see the black edge on the top of the phong pool - there is no smoothing either so it's not a shading error :)

still wondering why the cyclinder with smoothing on has visible segments?

I've used the same model in different variations of the scene, and it doesn't always do that. It's a phong right now as well
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