SkIndigo 3.0.14 (3.0 Stable)
Re: SkIndigo 3.0.14 (3.0 Stable)
Je tiens à préciser que je rencontre ce problème depuis mon passage à Windows 7 en 64 bits. En 32 bits j'avais installé Indigo dans le même disque dur D: et je n'avais pas de problème.
Re: SkIndigo 3.0.14 (3.0 Stable)
D'accord, mais est-ce que c'était avec la même version de SkIndigo ?
Xaon says that he hadn't this issue before he installed and runned win64, was using a win32 before. I asked him wether that was with the same SkIndigo version.
Xaon says that he hadn't this issue before he installed and runned win64, was using a win32 before. I asked him wether that was with the same SkIndigo version.
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Re: SkIndigo 3.0.14 (3.0 Stable)
Oui la même version. Si je réinstalle Indigo dans le répertoire par défaut, je n'ai plus le message qui s'affiche lorsque je clique pour obtenir le rendu, mais il ne se passe plus rien... 
Edit : J'ai réalisé une vidéo rapidement afin de vous montrer mon problème... une idée ? Je ne peux plus utiliser Indigo...
http://www.mediafire.com/?a2y9gv9muc8mjtb

Edit : J'ai réalisé une vidéo rapidement afin de vous montrer mon problème... une idée ? Je ne peux plus utiliser Indigo...

http://www.mediafire.com/?a2y9gv9muc8mjtb
Re: SkIndigo 3.0.14 (3.0 Stable)
with this 3.0.14 skindigo , i cannot make for the life of mine any emission object to actually render.
as you can see here i setted the emissive material, and in the preview works fine:

but in the renderer it doesn't emit

how to create an emissive light material anyways? please help
does yours work ?
Re: SkIndigo 3.0.14 (3.0 Stable)
..sure it works...
Always use camera tonemapping if you want to understand how lights work Alex.
To see that they actually work, put sun/sky in a different light layer than your emitter, then during the rendring turn off the sun/sky layer and see that -if done correctly- your emitter will do its job
Always use camera tonemapping if you want to understand how lights work Alex.
To see that they actually work, put sun/sky in a different light layer than your emitter, then during the rendring turn off the sun/sky layer and see that -if done correctly- your emitter will do its job

Re: SkIndigo 3.0.14 (3.0 Stable)
thanks Pibuz, it was the layersPibuz wrote:..sure it works...
Always use camera tonemapping if you want to understand how lights work Alex.
To see that they actually work, put sun/sky in a different light layer than your emitter, then during the rendring turn off the sun/sky layer and see that -if done correctly- your emitter will do its job

but even though i managed to make an emitter, the light in the space is awful noisy. I remember that in the previous version, the emitter light wouldn't be so noisy. Don't you think ?
Re: SkIndigo 3.0.14 (3.0 Stable)
I've written this a million times, I think...
Indigo assigns the calculation power according to the emitters' power. So if you compare a standard emitter and the sun, you'll have a perfectly smooth sun and a very noisy emitter (since the sun is much more powerful than a 50W lightbulb). If you want to have smooth emitters, always split them into separate layers, give them absurd powers and then push them down through the light layers' panel during the rendering.
Got it?

Indigo assigns the calculation power according to the emitters' power. So if you compare a standard emitter and the sun, you'll have a perfectly smooth sun and a very noisy emitter (since the sun is much more powerful than a 50W lightbulb). If you want to have smooth emitters, always split them into separate layers, give them absurd powers and then push them down through the light layers' panel during the rendering.
Got it?
Re: SkIndigo 3.0.14 (3.0 Stable)
for my shame , i didn;t checked about this issue. Now with your explanations it works.Pibuz wrote:I've written this a million times, I think...![]()
Indigo assigns the calculation power according to the emitters' power. So if you compare a standard emitter and the sun, you'll have a perfectly smooth sun and a very noisy emitter (since the sun is much more powerful than a 50W lightbulb). If you want to have smooth emitters, always split them into separate layers, give them absurd powers and then push them down through the light layers' panel during the rendering.
Got it?
though it would be more realistic if it would not use absurd numbers but 6500K day light / 2500K halogen
Re: SkIndigo 3.0.14 (3.0 Stable)
What you just wrote are just temperatures (that means light colour).
The absurd numbers are about the POWER, so the wattage value.
The absurd numbers are about the POWER, so the wattage value.
Re: SkIndigo 3.0.14 (3.0 Stable)
Pibuz wrote:I've written this a million times, I think...![]()
Indigo assigns the calculation power according to the emitters' power. So if you compare a standard emitter and the sun, you'll have a perfectly smooth sun and a very noisy emitter (since the sun is much more powerful than a 50W lightbulb). If you want to have smooth emitters, always split them into separate layers, give them absurd powers and then push them down through the light layers' panel during the rendering.
Got it?

Re: SkIndigo 3.0.14 (3.0 Stable)
As far as I know, this is the only way to make the emitters converge faster while working with sun/sky..
Hope some day there will be some more correct workflow
Hope some day there will be some more correct workflow

Re: SkIndigo 3.0.14 (3.0 Stable)
1: use emission scale to match each emitter sampling rates (noise) with sun/sky as a reference. That way you can have each lamp to converge at about the same speed ! edit: by using emission scale you really want to reach that point where the amount of noise is visually equivalent for each layer (including sun/sky) when you set others off.
2: then use layers gain to set relatives luminosities.
hint: you can read the sun/sky luminance in the log when the render begins, it will vary with each scene:Start with that value for emitters if they are under direct sunlight, or a lower one if it's obstructed.
2: then use layers gain to set relatives luminosities.
hint: you can read the sun/sky luminance in the log when the render begins, it will vary with each scene:
Code: Select all
Sky zenith luminance: 4469.641602 cdm^-2
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Re: SkIndigo 3.0.14 (3.0 Stable)
Did I say one stupid thing again ? You should tell me I'm no god 

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