General News and accouncements regarding the Indigo render engine
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OnoSendai
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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..
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BbB
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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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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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Attachments
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Pinko5
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by Pinko5 » Wed Oct 17, 2007 9:37 pm
Tnx Ono
Pinko.
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rgigante
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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.
"
Thanks, Riccardo.
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Stur
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by Stur » Wed Oct 17, 2007 10:53 pm
Thx Ono.
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Xman
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by Xman » Wed Oct 17, 2007 11:07 pm
Thx Nick,go to tset now
Intel i7-920,RAM 3G ,GeForce 9800GTX+.
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Camox
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by Camox » Thu Oct 18, 2007 1:38 am
Thanks Nick !
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Kram1032
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by Kram1032 » Thu Oct 18, 2007 1:45 am
wohoo
Great!
So, no phong issues, any more, besides the wrong IoR issue
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Marcofly
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by Marcofly » Thu Oct 18, 2007 1:50 am
Thank you very much, Ono!!
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cpfresh
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by cpfresh » Thu Oct 18, 2007 2:50 am
Thanks Ono!
*edit Dang that sure is some nice looking water CoolColJ.
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Whaat
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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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Attachments
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CoolColJ
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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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by filippo » Thu Oct 18, 2007 8:58 pm
wonderfull work!!!
filippo
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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CoolColJ
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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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