Indigo 1.1.6
- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
Wow...Layer Blending! Great work Ono.
This is a major leap for Indigo in my opinion.
And thank you for the 64 bit version. That should take care of the larger RAM usage.
A little question at the side: Did anything change towards using displacement/subdivision? (As a Skindigo user I got unpredictable output with 1.1.5).
This is a major leap for Indigo in my opinion.
And thank you for the 64 bit version. That should take care of the larger RAM usage.
A little question at the side: Did anything change towards using displacement/subdivision? (As a Skindigo user I got unpredictable output with 1.1.5).
Ok, will try that.
Can the master confirm no support for nk mats? Will it return in the future?
Can the master confirm no support for nk mats? Will it return in the future?
Last edited by BbB on Tue Jul 22, 2008 3:03 am, edited 1 time in total.
@cinema: It's not that hard, simply specify two different emitting materials and assign them two different layers with the tag <layer></layer>, then when the igs gets loaded you should find this two layer available. Take care to the fact that to have layer blending u get rid off <meshlight>...i don't think they are supported for blending
so is violet being merged into indigo?
also, it appears updates are being applied every time the display updates a new frame. could this be changed to a separate thread that updates when it is ready instead? i set very long display times b/c applying the diffraction filter & updating the display drop cpu usage.
just my two cents.
also, it appears updates are being applied every time the display updates a new frame. could this be changed to a separate thread that updates when it is ready instead? i set very long display times b/c applying the diffraction filter & updating the display drop cpu usage.
just my two cents.
Yes i know, my spelling sucks
Wow nice stuff. Alot of the test scenes seem broken now though
<max_num_subdivisions>14</max_num_subdivisions>
<subdivide_pixel_threshold>5.0</subdivide_pixel_threshold>
<subdivision_smoothing>false</subdivision_smoothing>
<subdivide_curvature_threshold>-1</subdivide_curvature_threshold>
Is the pixel threshold in screen pixels?
Do the curvature_threshold = -1 mean random displace? What makes it random displace?
<max_num_subdivisions>14</max_num_subdivisions>
<subdivide_pixel_threshold>5.0</subdivide_pixel_threshold>
<subdivision_smoothing>false</subdivision_smoothing>
<subdivide_curvature_threshold>-1</subdivide_curvature_threshold>
Is the pixel threshold in screen pixels?
Do the curvature_threshold = -1 mean random displace? What makes it random displace?
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
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+1eman7613 wrote:so is violet being merged into indigo?
also, it appears updates are being applied every time the display updates a new frame. could this be changed to a separate thread that updates when it is ready instead? i set very long display times b/c applying the diffraction filter & updating the display drop cpu usage.
just my two cents.
and please stop the auto-updating if rendering is paused/stopped!
Re: pause and stop working
I dont think so here is a capture of the task manager for my single thread Pentium 2.66 pc -seems to be running on in a hurdles race...
um this is XPpro 32bit .net2.0 if that helps
The longer period is the start and then I selected pause - which are the bumps..
stop says that in the comments but keeps going in the same fashion
(BTW building a new O/C pc ATM + got a Dell 2707 LCD -old eyes you understand)
I dont think so here is a capture of the task manager for my single thread Pentium 2.66 pc -seems to be running on in a hurdles race...
um this is XPpro 32bit .net2.0 if that helps
The longer period is the start and then I selected pause - which are the bumps..
stop says that in the comments but keeps going in the same fashion
(BTW building a new O/C pc ATM + got a Dell 2707 LCD -old eyes you understand)
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Last edited by Big Fan on Tue Jul 22, 2008 5:30 am, edited 1 time in total.
- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
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Here's a solution to everyone wanting to use layer blending without exporter support: set your materials that you want to be lights to "diffuse", then simply replace the materials with the similarly named ones.BbB wrote:I guess we'll have to wait for the exporters to do that...
Example: to make it easy, I copied the two materials from the /testscenes/layer_blending_test.igs, mat1 and mat2 (they're the same, just different layers)
Took a scene i already have setup, changed my lights to diffuse, and then replaced the diffuse material definitions with the layered light materials.
change:
Code: Select all
<material>
<name>mat1</name>
<diffuse>
<albedo_spectrum>
<rgb>
<rgb>1 1 1</rgb>
<gamma>2.2</gamma>
</rgb></albedo_spectrum>
</diffuse>
</material>
Code: Select all
<material>
<name>mat1</name>
<diffuse>
<layer>0</layer>
<albedo>
<constant>
<rgb>
<rgb>
0.8 0.8 0.8
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</albedo>
<base_emission>
<constant>
<rgb>
<rgb>
2000000000 2000000000 2000000000
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</base_emission>
</diffuse>
</material>
EDIT: So I do think that you're going to have to tweak the ranges for the lights, Ono - or perhaps allow a sunsky layer to tweak.
What do you think?
And I'm not sure dedicating such a large portion of the GUI to the individual controls of X,Y, and Z gain is useful (I know you love not hiding the advanced functions - which I can relate to )
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