Indigo 1.1.10

General News and accouncements regarding the Indigo render engine
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filippo
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Post by filippo » Tue Sep 09, 2008 6:52 am

woooonderfull|||
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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eman7613
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Post by eman7613 » Tue Sep 09, 2008 7:58 am

ZomB wrote:Does anybody know some lecture/tutorial that would help to understand and use Indigos Shader Language better? The main Problem is about the understanding of some basic 3D stuff that the language is referring to :/
take calculus :twisted:


the possted ones in the forms are a good place to start, change some of teh paramaters and watch what happens.
Yes i know, my spelling sucks

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lycium
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Post by lycium » Tue Sep 09, 2008 5:35 pm

eman7613 wrote:
ZomB wrote:Does anybody know some lecture/tutorial that would help to understand and use Indigos Shader Language better? The main Problem is about the understanding of some basic 3D stuff that the language is referring to :/
take calculus :twisted:
euhm actually the first port of call is linear algebra: vectors, dot product, cross product, etc. there isn't really any calculus involved in the shading language i think.

BbB
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Post by BbB » Tue Sep 09, 2008 7:23 pm

Thanks Ono. Haven't had a chance to use the three previous versions (no working exporter - or, more likely, me being too useless to make the exporter work). Hopefully I can play with this one some time soon.

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rgigante
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Post by rgigante » Tue Sep 09, 2008 9:49 pm

Multiple UVs, multiple materials working perfectly.

Regards, Riccardo.

Big Fan
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Post by Big Fan » Tue Sep 09, 2008 11:38 pm

Ono,
I have been bug fixing to get the primitives of 'plane' and 'sphere' working properly in my script and I read in a tiny corner of the forum from smartden that 'plane' is now deprecated.
this seems to be born out by Indigo rejecting my 'plane' code and the ground plane as 'unknown element type'
if this dep is so please confirm it here and remove reference to plane in the latest manual, there's a good fellow :wink:

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OnoSendai
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Post by OnoSendai » Wed Sep 10, 2008 12:10 am

yup, it's obsolete.

Big Fan
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Post by Big Fan » Wed Sep 10, 2008 1:08 am

DEAD MEAT

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fused
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Re: Indigo 1.1.10

Post by fused » Wed Sep 10, 2008 2:03 am

OnoSendai wrote:* added comparison functions to shader language:
eq, neq, lt, lte, gt, gte
* added boolean functions to shader language:
and, not, or
* added length function for vectors to shader language
oh yeah! thank you so much :D

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eman7613
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Post by eman7613 » Wed Sep 10, 2008 4:18 pm

on windows xp 32bit, if i open a scene, then select exit fromt he menu, then open another, diffrent scene, indigo will crash O.o
Yes i know, my spelling sucks

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Whaat
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Re: Indigo 1.1.10

Post by Whaat » Thu Sep 11, 2008 4:25 pm

OnoSendai wrote: EDIT: attached latest manual, which contains documentation for new shader language functions, and emission_scale.
Thanks a bunch! I guess the confusing part for me is that I still don't see anything about efficacy. Is emission scale the same as efficacy scale? What happened to power (watts) and overall luminous efficacy? (lm/W) These are familar terms to many users. All of my emitter presets were based on these values.

How do I create a simple 100W incandescent bulb now? :?

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OnoSendai
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Re: Indigo 1.1.10

Post by OnoSendai » Thu Sep 11, 2008 6:41 pm

Whaat wrote:
OnoSendai wrote: EDIT: attached latest manual, which contains documentation for new shader language functions, and emission_scale.
Thanks a bunch! I guess the confusing part for me is that I still don't see anything about efficacy. Is emission scale the same as efficacy scale? What happened to power (watts) and overall luminous efficacy? (lm/W) These are familar terms to many users. All of my emitter presets were based on these values.

How do I create a simple 100W incandescent bulb now? :?
The emission scaling functionality now is basically a superset of the old efficacy scale functionality.

The old way of setting the power drawn (Watts), and overall luminous efficacy (lm/W) was basically a convoluted way of specifying the luminous flux (lm) of the light, which is just the product of the power drawn, and the overall luminous efficacy.

With the new emission scale system, you can just set the luminous flux directly. In addition, you can also scale the emission of the light according to other measures, such as luminance, luminous intensity, and luminous emittance.

To create a 100 W incandescent bulb, using a figure of 13.8 lm/W from wikipedia ( http://en.wikipedia.org/wiki/Luminous_efficacy ), and 100 W, the luminous flux of the bulb is 100 W * 13.8 lm/W = 1380 lm.

Big Fan
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Post by Big Fan » Thu Sep 11, 2008 6:48 pm

I think power/efficacy is specifically a meshlight thing.
I guess you could arrange it so the emission scale options mimic watts :roll:
I have to admit its a little confusing to me as well esp. the two multipliers, spectral radiance and flux together.
I am not sure why we have both - open to education on that :?

EDIT: ono beat me to it :lol:

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cpfresh
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Post by cpfresh » Fri Sep 12, 2008 7:33 pm

are all the tonemapping sliders disabled in this release? i cant seem to control anything in the indigo window ...?

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F.ip2
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Post by F.ip2 » Sun Sep 14, 2008 1:07 pm

Hey Ono

great work - I just came back to Indigo for one render project.


Out of curiosity - do you know when you might be able to introduce anisotropic reflections? I read about that you start having a new shader
language for Indigo.

Claas
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C l a a s E i c k e K u h n e n
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Assistant Professor Industrial Design
Kendall College of Art and Design
of Ferris State University

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