Indigo 1.1.11

General News and accouncements regarding the Indigo render engine
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CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Tue Sep 30, 2008 12:39 pm

No it doesn't :(

Sun spectral radiance at 500nm: 19649648743765.33200 Wsr^-1m^-3
Fatal Error: IndigoDriverExcep: SceneLoaderExcep: Found unexpected element 'layer' in element 'oren_nayar'. (Around line 75, column 9)
Stopped.


That's out of 1.1.12, but I'm experiencing this since emission was implemented. Other materials work fine here, follows the exported material code:

Code: Select all

<material>
	<name>indigoShader1SG</name>
	<oren_nayar>
		<layer>0</layer>
		<base_emission>
			<constant>
				<rgb>
					<rgb>0 0 0</rgb>
					<gamma>2.200000048</gamma>
				</rgb>
			</constant>
		</base_emission>
		<emission>
			<constant>
				<rgb>
					<rgb>1 1 1</rgb>
					<gamma>2.200000048</gamma>
				</rgb>
			</constant>
		</emission>
		<albedo_spectrum>
		<rgb>
			<rgb>0.8000000119 0.8000000119 0.8000000119</rgb>
			<gamma>2.200000048</gamma>
		</rgb>

		</albedo_spectrum>
		<sigma>0.200000003</sigma>
	</oren_nayar>
</material>
PS: I know I'm mixing new stuff with old definitions but so far so good.
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Big Fan
Posts: 745
Joined: Tue Oct 17, 2006 9:37 am
Location: Nelson NZ

Post by Big Fan » Tue Sep 30, 2008 12:47 pm

well ono said not to do a mix... here try this:

Code: Select all

	<material>
		<name>Material</name>
		<oren_nayar>
			<albedo>
				<constant>
					<rgb>
						<rgb>0.933977 0.0971753 0.0971753</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</albedo>
			<sigma>
				<constant>0.5</constant>
			</sigma>

			<layer>1</layer>
			<base_emission>
				<constant>
					<rgb>
						<rgb>0.0750686 0.823861 0.983863</rgb>
						<gamma>1</gamma>
					</rgb>
				</constant>
			</base_emission>
			<texture>
				<uv_set>emission</uv_set>
				<path>testscenes\checker.jpg</path>
				<exponent>2.2</exponent>
			</texture>
			<emission>
				<texture>
					<texture_index>0</texture_index>
				</texture>
			</emission>

		</oren_nayar>
	</material>
There are quite a few things to change for the 1.1..x series.
This is why it took so long to update my script.
I started out doing a shortcut as you are but its better to go through the pain of totally rehashing it now cos some old/new things just dont work together.
I notice too that you are 'modulating' the base emission with a constant ie you are multiplying 2 RBG together = no variation.
You need to use a 'texture' or a 'shader' in 'emission' instead to actively modulate the 'base emission'.
HTH

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CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Tue Sep 30, 2008 7:54 pm

ahw, you are so right Big Fan... so, that was the new parser yelling... fair enough... but other shaders can take that syntax !

So right about shortcuts and going through the pain... rehashig it all would really be a pain since I wrote 5% of it, and mostly no export stuff (internal tools rather). That would take me ages, yes. And Maya python API keeps renying me :cry: (noob tears)
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Big Fan
Posts: 745
Joined: Tue Oct 17, 2006 9:37 am
Location: Nelson NZ

Post by Big Fan » Tue Sep 30, 2008 8:42 pm

yeah I know they can take it :wink:
how do I know?
cos I tripped up on the oren-nayer hurdle right before the finish line too.
I thought running around the water jump had saved me time however cunning ol' track marshall ono ankle-tapped me and I never did get to the tape .
As a penalty I had to run the whole race over again in work boots :lol:

btw I just finished rehashing my 'meshlights' UI to be reverse engineered emissive materials :wink: 8)

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Tue Sep 30, 2008 8:58 pm

I thought running around the water jump had saved me time however cunning ol' track marshall ono ankle-tapped me and I never did get to the tape
That was hard to understand for me but I think I got your point. I think I'll try to jump, but I know myself and I may slip on my way (still on the challenge of learning python and c++ and Maya API in one step yepjustdoit).

Though I found new c++ ressources with Maya API, for now I understand it better than python API. Carefull, wohoo !

[sorry a bit OT]
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