Indigo 1.0.4

General News and accouncements regarding the Indigo render engine
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Kram1032
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Post by Kram1032 » Sun Feb 10, 2008 1:11 pm

Ah, I see :)

@Roger: try to use a "B" value of -1... maybe, it's less transparent, then. ;)

(negative values should invert the colours)

Roger
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Post by Roger » Mon Feb 11, 2008 1:07 am

I'll try that. Thanks.
In the meantime... I'm working on another scene where I need transpiracy on an object. It works horay, but the shadow is still solid. Here's my material. Any idea's? Am I just too impatient for there are some white dots there...
Image
Sander "Roger" Wit
The Netherlands

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Kram1032
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Post by Kram1032 » Mon Feb 11, 2008 1:16 am

Wow, the shadows actually aren't *that* solid :)

Well... I guess, you used BiDir, right?
BiDir doesn't like alpha mapped stuff and loves to play a trick on the users scene, by simply ignoring the parts, where the object is supposed to not throw any shadows ;)

But it looks like Ono managed to deal with BiDir, so that at least a few light rays go through :)

Roger
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Post by Roger » Sat Feb 16, 2008 6:36 am

If I turn off BiDir or just type false instead of true behind bidir in the igs file, Indigo crashed when I run it...odd.

Anyways, when I render it for some more time, it works ok.

Now another thing, I hate bumping this threat, but I'd hate making a new threat for this problem: I used this bumpmap with these settings:

Code: Select all

	<material>
		<name>Material</name>
		<diffuse>
			<albedo_spectrum>
				<rgb>
					<rgb>1 1 1</rgb>
					<gamma>2.2</gamma>
				</rgb></albedo_spectrum>
			<albedo_texture>
				<path>btn.jpg</path>
				<uv_set>uv</uv_set>
				<exponent>2.300000</exponent>
				<a>0</a>
				<b>1</b>
				<c>0</c>
			</albedo_texture>
			<bump_map>
				<path>btnb.jpg</path>
				<uv_set>uv</uv_set>
				<exponent>0.1</exponent>
				<a>0</a>
				<b>0.1</b>
				<c>0</c>
			</bump_map>
		</diffuse>
	</material>
Image
but when I render it I get this result.
Image
See the somehow odd visible pattern in it witch isnt in the bumpmap. any idea where this comes from? when I turn bumpmapping the texture (the other texture, the diffuse map) looks just fine
Sander "Roger" Wit
The Netherlands

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dougal2
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Post by dougal2 » Sat Feb 16, 2008 6:42 am

to use bidir off, you need to remove the aperture_diffraction line as well, regardless of whether it's true or false.

alex22
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Post by alex22 » Thu Feb 21, 2008 5:39 am

That pattern is made by jpeg artifacts. Try to avoid using jpeg with bumpmaps, use png or very high jpeg quality.

kadajawi
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Post by kadajawi » Fri Feb 22, 2008 3:57 am

Has anyone actually tried zone plates in Indigo? Shouldn't it work?
http://ca.geocities.com/penate@rogers.c ... plate.html

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Kram1032
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Post by Kram1032 » Fri Feb 22, 2008 6:57 am

Sounds interesting...
Indigo only supports the standard model, but it might work, if you use that image as a custom aperture ;)

for example this :D
http://upload.wikimedia.org/wikipedia/c ... osinus.png

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dougal2
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Post by dougal2 » Fri Feb 22, 2008 7:15 am

I don't think ZP will work, as far as I know diffraction is not modelled.

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Kram1032
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Post by Kram1032 » Fri Feb 22, 2008 8:15 am

By short-time-searching, I got as far as this...
http://arxiv.org/ftp/physics/papers/0701/0701210.pdf
though, there's no bug image and yet no Wiki article or anything like that.

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