Indigo 1.1.7
Hey Ono,
I tried to use your shader example in this thread:
http://www.indigorenderer.com/joomla/fo ... php?t=4428
But It doesn't appear to work, I get the following error:
Here is the material I'm trying to use:
I tried futzing (diffuse_shader, shader, etc) with the shader tag to see if I could get it to work but I just got the same error. I'm running this with v1.1.7 in wine on Linux and I initially built the igs file from Blendigo v1.1.5.
I tried to use your shader example in this thread:
http://www.indigorenderer.com/joomla/fo ... php?t=4428
But It doesn't appear to work, I get the following error:
Code: Select all
Error: IndigoDriverExcep: SceneLoaderExcep: Found unexpected element 'albedo_shader' in element 'diffuse'. (Around line 116, column 18)
Code: Select all
<material>
<name>ground</name>
<diffuse>
<albedo_spectrum>
<rgb>
<rgb>0.8 0.8 0.8</rgb>
<gamma>2.2</gamma>
</rgb>
</albedo_spectrum>
<albedo_texture>
<path>../indigo_v1.1.7/testscenes/indigo.jpg</path>
<uv_set>uv</uv_set>
<exponent>2.200000</exponent>
<a>0</a>
<b>1</b>
<c>0</c>
</albedo_texture>
<albedo_shader>
<![CDATA[
def rgbAlbedo(vec3 pos, vec2 uv) vec3 :
sample2DTextureVec3(
0,
add(
getTexCoords(0, uv),
vec2(fbm(pos, 10))
)
)
]]>
</albedo_shader>
</diffuse>
</material>
Grimm
-
- Posts: 16
- Joined: Sun Jul 20, 2008 5:05 am
anyone having trouble with networked rendering on 1.1.7?
I get
"IndigoDriverExcep: No emitters inserted in scene."
Perhaps i'm missing something?
i've tried this with the following testscenes and get the same error:
box_emitter_test.igs
airy_disk_test.igs
blend_material_test.igs
Is there a way to 'ignore errors' and just render anyway? I suppose its likely that indigo just isn't seeing any xml at all and the first thing it kicks up about is that there's no emitters.
Using command:
"indigo scenename.igs -n m"
I get
"IndigoDriverExcep: No emitters inserted in scene."
Perhaps i'm missing something?
i've tried this with the following testscenes and get the same error:
box_emitter_test.igs
airy_disk_test.igs
blend_material_test.igs
Is there a way to 'ignore errors' and just render anyway? I suppose its likely that indigo just isn't seeing any xml at all and the first thing it kicks up about is that there's no emitters.
Using command:
"indigo scenename.igs -n m"
If I turn on the bump in this code i dont get refractions. Whats up? Using MLT and BiDir
Code: Select all
<medium>
<name>watermedium</name>
<precedence>80</precedence>
<basic>
<ior>1.33</ior>
<cauchy_b_coeff>0</cauchy_b_coeff> <!--0.003-->
<absorption_coefficient_spectrum>
<regular_tabulated>
<start_wavelength>0.34E-06</start_wavelength>
<end_wavelength>0.75E-06</end_wavelength>
<num_values>83</num_values>
<values>
0.0325 0.0264 0.0204 0.018 0.0156 0.0135 0.0114 0.0107 0.0100 0.0094 0.0088 0.0079 0.0070 0.0060 0.0056 0.0052 0.0054 0.0061 0.0064 0.0069 0.0083 0.0095 0.0110 0.0120 0.0122 0.0125 0.0143 0.0130 0.0157 0.0168 0.0185 0.0213 0.0242 0.0300 0.0382 0.0462 0.0474 0.0485 0.0505 0.0527 0.0551 0.0594 0.0654 0.0690 0.0715 0.0743 0.0804 0.0890 0.1016 0.1235 0.1487 0.1818 0.2417 0.2795 0.2876 0.2916 0.3047 0.3135 0.3184 0.3309 0.3382 0.3513 0.3594 0.3852 0.4212 0.4311 0.4346 0.4390 0.4524 0.4690 0.4929 0.5305 0.6229 0.7522 0.8655 1.0492 1.2690 1.5253 1.9624 2.5304 2.7680 2.8338 2.8484
</values>
</regular_tabulated>
</absorption_coefficient_spectrum>
<subsurface_scattering>
<scattering_coefficient_spectrum>
<regular_tabulated>
<start_wavelength>0.34E-06</start_wavelength>
<end_wavelength>0.75E-06</end_wavelength>
<num_values>83</num_values>
<values>
0.0104 0.0098 0.0092 0.0097 0.0082 0.0077 0.0073 0.0069 0.0065 0.0062 0.0059 0.0056 0.0053 0.0050 0.0048 0.0045 0.0043 0.0041 0.0039 0.0037 0.0036 0.0034 0.0033 0.0031 0.0030 0.0028 0.0026 0.0027 0.0025 0.0024 0.0023 0.0022 0.0021 0.0020 0.0019 0.0018 0.0018 0.0017 0.0017 0.0016 0.0015 0.0015 0.0014 0.0014 0.0013 0.0013 0.0012 0.0012 0.0011 0.0011 0.0011 0.0010 0.0010 0.0010 0.0009 0.0009 0.0009 0.0008 0.0008 0.0008 0.0008 0.0007 0.0007 0.0007 0.0007 0.0006 0.0006 0.0006 0.0006 0.0006 0.0006 0.0005 0.0005 0.0005 0.0005 0.0005 0.0005 0.0004 0.0005 0.0004 0.0004 0.0004 0.0004
</values>
</regular_tabulated>
</scattering_coefficient_spectrum>
<phase_function>
<uniform/>
</phase_function>
</subsurface_scattering>
</basic>
</medium>
<material>
<name>water</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>watermedium</internal_medium_name>
<!--<bump_map>
<uv_set>bump</uv_set>
<path>textures/waterbump.jpg</path>
<exponent>1.000000</exponent>
<b>0.004</b>
</bump_map>-->
</specular>
</material>
At some point I'll try and make some procedural terrain, with different colours depending on the elevation etc..zsouthboy wrote:Hey boss, regarding the fun with procedurals: did you happen to make anything useful that you can share, yet?
I was gonna take a whack at say, wood, and if you already have something to modify and play with..
That example is obsolete. See albedo_shader_test.igs in the 1.1.7 testscenes dir for an up-to-date example.Grimm wrote:Hey Ono,
I tried to use your shader example in this thread:
http://www.indigorenderer.com/joomla/fo ... php?t=4428
But It doesn't appear to work, I get the following error:
Code: Select all
Error: IndigoDriverExcep: SceneLoaderExcep: Found unexpected element 'albedo_shader' in element 'diffuse'. (Around line 116, column 18)
Putting simple what I understood about textures indexes, each material can held an arbitrary number of textures, the first having an index number of zero, textures wich in turn can be called by their index number instead of their full name, the whole thing bringing more flexibility imo.
obsolete asset
yup.CTZn wrote:Putting simple what I understood about textures indexes, each material can held an arbitrary number of textures, the first having an index number of zero, textures wich in turn can be called by their index number instead of their full name, the whole thing bringing more flexibility imo.
I guess I was having the same issues as BbB. I can't get textured emitters to work either. I am getting the same results as BbB.OnoSendai wrote: 2) Set the base_emittance to a nice spectral radiance emission spectrum, like blackbody @ 2800K. Then set emittance as a texture type material parameter, and use the modulating texture for it.
I don't like the idea of adding attributes to null materials. This kind of defeats the purpose of a null material. Plus, I think it will add unecessary complexity to skindigo.OnoSendai wrote: As for getting a fire effect like I can see you're after, the easiest way for that would be for me to allow emission from null materials. I can't think of any killer arguments why this shouldn't be possible, so perhaps I'll add it in.
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- Posts: 16
- Joined: Sun Jul 20, 2008 5:05 am
Here's my example for blending an emitting material with null.
The emission pattern is modulated by layerimg.jpg
and there is a mask called layermask.jpg which defines where the emitter exists.
If this doesn't make sense then someone say so and i'll edit it after i've eaten some breakfast.
The emission pattern is modulated by layerimg.jpg
and there is a mask called layermask.jpg which defines where the emitter exists.
If this doesn't make sense then someone say so and i'll edit it after i've eaten some breakfast.
Code: Select all
<material>
<name>null</name>
<null_material/>
</material>
<material>
<name>LSimage</name>
<diffuse>
<colour>0.7 0.7 0.7</colour>
<texture>
<uv_set>mask,image</uv_set>
<path>layerimg.jpg</path>
<exponent>10.0</exponent>
</texture>
<base_emission>
<constant>
<rgb>
<rgb>100 100 100</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</base_emission>
<emission>
<texture>
<texture_index>0</texture_index>
</texture>
</emission>
</diffuse>
</material>
<material>
<name>blendmat</name>
<blend>
<a_name>null</a_name>
<b_name>LSimage</b_name>
<blend_factor>0.5</blend_factor>
<blend_map>
<uv_set>mask,image</uv_set>
<path>layermask.jpg</path>
<exponent>1.0</exponent>
</blend_map>
</blend>
</material>
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