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Kram1032
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Post by Kram1032 » Fri Jan 25, 2008 4:57 am

As said, the only missing thing, that Indigo could simulate, is the correct henhey greystein phase function.... And that doesn't change the appearance THAT much ;)

Really great water :D

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ViennaLinux
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Post by ViennaLinux » Fri Jan 25, 2008 6:16 am

would you recommend camera tonemapping? Somewhere I've read that water looks better with camer TM instead of reinhard that makes the picture to perfect exposed.
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Kram1032
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Post by Kram1032 » Fri Jan 25, 2008 6:35 am

Well, reinhard tends to grey out your images ;)
Linear also has this problem.
Camera Tone mapping, when used in a good way, can bring back your reds ;)

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CoolColJ
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Post by CoolColJ » Fri Jan 25, 2008 9:24 am

The colours and tone is much richer with camera tone mapping, but dynamic range is reduced

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Kram1032
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Post by Kram1032 » Fri Jan 25, 2008 10:17 am

...as it always happen with a real, not-ideal camera, right? (At least the second part)

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ViennaLinux
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Post by ViennaLinux » Fri Jan 25, 2008 12:59 pm

I really hate windows.
Exporting works only in Mac os X and blender.app used 1.46 GB RAM for the export.

In Windows i fire up indigo and load the 250 MB igs file --> after wathing the mem usage go up to 1200 mb it drops to 17 mb and gives me this error:
Attachments
damn.PNG
I hate it. So i think my new fishes have to be exported as low polys.
damn.PNG (8.58 KiB) Viewed 2756 times
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ViennaLinux
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Post by ViennaLinux » Fri Jan 25, 2008 1:04 pm

i justed watched it again and this time indigo.exe tried to use 1890 MB (I only have 2048 MB RAM real memory).

Maybe windows is unable to start swapping!? I have an empty 2048 MB swap file :roll: :roll:
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Zom-B
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Post by Zom-B » Fri Jan 25, 2008 1:57 pm

ViennaLinux wrote:i justed watched it again and this time indigo.exe tried to use 1890 MB (I only have 2048 MB RAM real memory).

Maybe windows is unable to start swapping!? I have an empty 2048 MB swap file :roll: :roll:
try reducing Super Sample to 1 and use indigos console_mode, to save RAM (on display of the render on GUI!). Also use "Bounding Interval" by reducing "bih_tri_threshold" down to 1, this saves also some RAM... have fun!
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ViennaLinux
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Post by ViennaLinux » Fri Jan 25, 2008 2:09 pm

supersampling is set to one :(
my scene is just to high poly to fit into my 2048 mb ram on set up. The questiin is why windows does not start swapping. I will try it again tomorrow but I fear i have to lower my poly counts of all my objects.
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Zom-B
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Post by Zom-B » Fri Jan 25, 2008 2:18 pm

Try the other tips too dude... :roll:
you aren't the first, and for sure not the last one with a crashing Indigo, because of low RAM...
Indigo crashes because swap file usage for Indigo is like using The Flintstones car instead of the Porsche it drives, so Indigo gives itself the Bullet... amen!

finally I forgot, reduce the Output resolution... this is a big RAM eating something!
polygonmanufaktur.de

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psor
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Post by psor » Fri Jan 25, 2008 3:08 pm

@ViennaLinux

The problem is the so famous ... 32bit. If your OS and your application
is not 64bit you'll have this problem. The OS can't address more then 4GB
of RAM. Windows 32bit splits this address space into 2GB user mode and
2GB kernel mode virtual address space. Yes you can change this with the
infamous /3GB switch in the boot.ini which lets Windows splits up the
address space into 3GB user mode and 1GB kernel mode virtual address
space. Anyway, Indigo, as the most applications will crash at around 1.6GB
memory usage ... it doesn't matter if it is swapping or not!

The only way around is a 64bit OS and a 64bit application! Sorry to say that.
You can easily read more about those issues around the web ... ;o))




take care
psor
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ViennaLinux
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Post by ViennaLinux » Sat Jan 26, 2008 12:58 am

damn .. so I really need to lower my geometry :-(
Thank you for you explaination - maybe that explains why python crashes too on windows but on the same mashine it succeeds in mac os x.
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Post by Zom-B » Sat Jan 26, 2008 2:35 am

ViennaLinux wrote:damn .. so I really need to lower my geometry :-(
Or you reduce your render resolution...
Or you force "Bounding Interval"...
Or you use the indigo_console.exe...

This all saves RAM too...
polygonmanufaktur.de

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ViennaLinux
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Post by ViennaLinux » Sat Jan 26, 2008 2:41 am

thanks for your tips .. now it works fine (i subdivided by hand and so i save lot of polys because i placed the subdiv where i needed it.)
Scene still has 800 K polys (if i can trust the number blender is showing up?!) but exporting in macos works and rendering in windows now works too.

I've decided to go forcamera tonemapping but this gives the blueish water even more saturation. dont know if that gonna look right.
Maybe I should choose a wide angle camera lens (less absorbtion between image plane and objects?) and not use the 105 mm I'm using right now?

I hope so much that my UV sets for the fishes are correct. otherwise I have to redo a lot of steps and "boot again through" the world *lol*
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Post by Wedge » Sat Jan 26, 2008 5:53 am

I don't know about your geometry setup but I am still thinking you can get this to load into Indigo on Windows if you put your big meshes into multiple files and include them.

One of the latest experiments I did (thanks to BigFan, he was talking/experimenting about this idea in a forum thread) was to try to load a scene into Indigo as one big file and it crashed, but by splitting the file by putting one big mesh in a file by itself and so on allowed me to load the scene into Indigo. (by using Indigo's include feature)

Edit: Check page two of this link where I posted results of test: http://www.indigorenderer.com/joomla/fo ... php?t=2290
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