SkIndigo 2.2.12 (2.2 Stable)
- Reinuvader
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Re: SkIndigo 2.2.12 (2.2 Stable)
What I have to do, to see through all glasses. These all are instanced objects and with same material. Skindigo settings are default except I switched it to BidirectionalMLT. BidirPT doesn't help either. As you can see problems start from fourth glass.
Oh, and I forgot to say, I use Indigo/Skindigo 2.2.12 and Sketchup 7.
Oh, and I forgot to say, I use Indigo/Skindigo 2.2.12 and Sketchup 7.
- Reinuvader
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Re: SkIndigo 2.2.12 (2.2 Stable)
And as I tested also with Blender/Blendigo we can see, that this is not an exporters problem. Probably Indigos internal ray depth is something around 8. So is there any solution to that kind of problem. In my work I have to create ceiling where i have to see trough at least 10 glass plates.
Re: SkIndigo 2.2.12 (2.2 Stable)
Turn off bidir and see if it helps.
Re: SkIndigo 2.2.12 (2.2 Stable)
In other words, switch your 'tracing method' to MLTsuvakas wrote:Turn off bidir and see if it helps.
- Reinuvader
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Re: SkIndigo 2.2.12 (2.2 Stable)
Whoa, I didn't know its that simple. Thank you both. But I have to mention its now much slower to render acceptable image.
Meanwhile I installed Luxrender to test with Blender. They have "depth" setting to suit your needs. So it is possible to render with BidirMLT and change depth to optimize your rendering. By default Lux depth was 16 and I got similar results as with Indigo (some glasses were black). But after changing depth to 22 Lux was able to see through all 10 glasses.
So I did little and unfair comparison with both renderers. Lux had about 7h 20min to render and Indigo 8h 40min. At first it seemed that Indigo is much faster than Lux. After 1h Indigo's rendering was almost noise free and glass shadows were nicely transparent, but then I noticed caustics under glass ball witch were much uglier than in Lux version. And after 8h 40min this caustics wasn't still acceptable. Lux on the other hand couldn't give me transparent shadows after 7h 20min and there were still many noisy areas.
But here some pictures.
Meanwhile I installed Luxrender to test with Blender. They have "depth" setting to suit your needs. So it is possible to render with BidirMLT and change depth to optimize your rendering. By default Lux depth was 16 and I got similar results as with Indigo (some glasses were black). But after changing depth to 22 Lux was able to see through all 10 glasses.
So I did little and unfair comparison with both renderers. Lux had about 7h 20min to render and Indigo 8h 40min. At first it seemed that Indigo is much faster than Lux. After 1h Indigo's rendering was almost noise free and glass shadows were nicely transparent, but then I noticed caustics under glass ball witch were much uglier than in Lux version. And after 8h 40min this caustics wasn't still acceptable. Lux on the other hand couldn't give me transparent shadows after 7h 20min and there were still many noisy areas.
But here some pictures.
- Reinuvader
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Re: SkIndigo 2.2.12 (2.2 Stable)
I know this post isn't about other renderers, but I found it just interesting to watch.
Re: SkIndigo 2.2.12 (2.2 Stable)
Hi Whaat!
I'm just testing the lastest skIndigo release, along with the Indigo 2.4.7 GPU release.
Reporting 2 "bugs":
1. "Indigo" mat preview still not working when using textures in the diffuse channel (console issue?);
2. SkIndigo doesn't support values below 0.001m. In some cases a 0.001m bump is still too strong, gonna post a test later. is it possible to reset the accepted values back to decimal millimeters?
I'm just testing the lastest skIndigo release, along with the Indigo 2.4.7 GPU release.
Reporting 2 "bugs":
1. "Indigo" mat preview still not working when using textures in the diffuse channel (console issue?);
2. SkIndigo doesn't support values below 0.001m. In some cases a 0.001m bump is still too strong, gonna post a test later. is it possible to reset the accepted values back to decimal millimeters?
Re: SkIndigo 2.2.12 (2.2 Stable)
OK, I fixed this now to round bump values to 5 decimal places. If you have time, please take a look at the other spinboxes to see if they have suitable ranges and rounding to suit your needs.Pibuz wrote: 2. SkIndigo doesn't support values below 0.001m. In some cases a 0.001m bump is still too strong, gonna post a test later. is it possible to reset the accepted values back to decimal millimeters?
Thanks!
Re: SkIndigo 2.2.12 (2.2 Stable)
when are you going to realise a new skindigo? You have 2.4.xx for all others
Tnks
Tnks
Skindigo
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