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[REQ] Dusting off some old requests

Posted: Mon Mar 31, 2014 6:24 am
by Oscar J
Now that you've got 3.8 out with some great optimisations and stuff - I'm starting to think it might be time to bother you with some things I'd love to see in Indigo. :)

Handling missing files (e.g. textures) more smoothly - for example showing a list of all missing files, and the option to render the scene without them.
http://www.indigorenderer.com/forum/vie ... =5&t=12526

Easy accessible options for the resizing of the supersampled image - at the moment I often end up rendering at the double size and then resizing it using the Bicubic sharper option in PS.
http://www.indigorenderer.com/forum/vie ... =5&t=12486

Better region rendering, either with a brush or a grayscale image, or simply not having to stop the render, but only pause it, select the area you want Indigo to focus on, and still see and save the whole render even though you're only rendering a region.
http://www.indigorenderer.com/forum/vie ... =5&t=12543

Thanks

Re: [REQ] Dusting off some old requests

Posted: Tue Apr 01, 2014 12:51 am
by Pibuz
..I'd actually LOVE seeing region rendering inside the sketchy viewport :lol:
But maybe I'm pushing it too far :lol: :lol: :lol:

Re: [REQ] Dusting off some old requests

Posted: Tue Apr 01, 2014 12:52 am
by OnoSendai
All reasonable requests, we'll see what we can do.

Re: [REQ] Dusting off some old requests

Posted: Tue Apr 01, 2014 12:58 am
by Zom-B
Interactive Region Rendering (brush) would be great to focus CPU power on critical areas of a image after a certain time of rendering :)
I hate it to waste CPU cycles on noisfree parts of a Rendering, while waiting for some small but nasty areas to clean up...

Re: [REQ] Dusting off some old requests

Posted: Tue Apr 01, 2014 1:14 am
by OnoSendai
Zom-B wrote:Interactive Region Rendering (brush) would be great to focus CPU power on critical areas of a image after a certain time of rendering :)
I hate it to waste CPU cycles on noisfree parts of a Rendering, while waiting for some small but nasty areas to clean up...
Yeah, that's the hardest request of the three though, as it requires a lot of fiddly GUI work.

Re: [REQ] Dusting off some old requests

Posted: Tue Apr 01, 2014 1:20 am
by Zom-B
OnoSendai wrote:Yeah, that's the hardest request of the three though, as it requires a lot of fiddly GUI work.
I can imagine that to be not that easy to achieve.
It would be a great v4 Feature for sure!

Re: [REQ] Dusting off some old requests

Posted: Tue Apr 01, 2014 2:46 am
by FakeShamus
OnoSendai wrote:
Zom-B wrote:Interactive Region Rendering (brush) would be great to focus CPU power on critical areas of a image after a certain time of rendering :)
I hate it to waste CPU cycles on noisfree parts of a Rendering, while waiting for some small but nasty areas to clean up...
Yeah, that's the hardest request of the three though, as it requires a lot of fiddly GUI work.
what about my idea to make it mask-based, load an external b/w image to weight the rendering priority? also maybe could be used along with material ID pass to focus on certain materials only. would this be easier to implement than an interactive brush feature?

Re: [REQ] Dusting off some old requests

Posted: Tue Apr 01, 2014 2:48 am
by OnoSendai
FakeShamus wrote:
OnoSendai wrote:
Zom-B wrote:Interactive Region Rendering (brush) would be great to focus CPU power on critical areas of a image after a certain time of rendering :)
I hate it to waste CPU cycles on noisfree parts of a Rendering, while waiting for some small but nasty areas to clean up...
Yeah, that's the hardest request of the three though, as it requires a lot of fiddly GUI work.
what about my idea to make it mask-based, load an external b/w image to weight the rendering priority? also maybe could be used along with material ID pass to focus on certain materials only. would this be easier to implement than an interactive brush feature?
Yeah, it will be easier to implement if the mask stays the same, and doesn't change while the program is running.

Re: [REQ] Dusting off some old requests

Posted: Tue Apr 01, 2014 3:05 am
by FakeShamus
it might not be as sexy as a custom brush tool, but even very basic functionality would really improve efficiency on a lot of renders.

edit:
btw, +1 on supersampling control and missing textures improvements, too! all good stuff.

Re: [REQ] Dusting off some old requests

Posted: Tue Apr 01, 2014 3:42 am
by Zom-B
OnoSendai wrote:what about my idea to make it mask-based, load an external b/w image to weight the rendering priority? also maybe could be used along with material ID pass to focus on certain materials only. would this be easier to implement than an interactive brush feature?
Yeah, it will be easier to implement if the mask stays the same, and doesn't change while the program is running.[/quote]In my eyes a quite inflexible approach, I would rather prefer to adjust on-the-fly.
The idea of such a mask is to render your image, and after lets say 8h you paint a BW mask in PS on your rendering with the areas to focus on.

I have the feeling that there should be a focus on interactive Brush based RR, rather then a "half baked" solution.
Even if it will take (a lot) more time to include that feature, but this is only my opinion.

The good part about the image mask based approach is that by investing some time and based on some ID passes out of your 3D app you could also generate some Masks that would work nicely for animation rendering...

Re: [REQ] Dusting off some old requests

Posted: Tue Apr 01, 2014 10:50 am
by fenerolina
I hate ... waiting for some small but nasty areas to clean up...
Yes!
Region render improvements +1
Missing textures problems +1

Re: [REQ] Dusting off some old requests

Posted: Sat Apr 05, 2014 2:08 am
by Oscar J
Here's another feature I've been wanting for some time:

OnoSendai wrote:
"The carbon fibre material is an interesting challenge actually, that can't really be done in Indigo efficiently currently.
It really needs a smooth dielectric coating material for the resin, and then a substrate for the carbon fibre with its own shading normal. Currently in Indigo the substrate can't have an independent shading normal. I'll try and improve this at some point.

[...]

Will have a look at it after 3.6 is done."

http://www.indigorenderer.com/forum/vie ... &start=180

Please! :)

Re: [REQ] Dusting off some old requests

Posted: Sat Apr 05, 2014 8:32 pm
by CTZn
Oscar J wrote:Here's another feature I've been wanting for some time:

OnoSendai wrote:
"The carbon fibre material is an interesting challenge actually, that can't really be done in Indigo efficiently currently.
It really needs a smooth dielectric coating material for the resin, and then a substrate for the carbon fibre with its own shading normal. Currently in Indigo the substrate can't have an independent shading normal. I'll try and improve this at some point.

[...]

Will have a look at it after 3.6 is done."

http://www.indigorenderer.com/forum/vie ... &start=180

Please! :)
wouldn't a blend parameter between the coating and substrate's bump mapping be handy ? a rough substrate beneath a smooth coating is widely plausible...

Re: [REQ] Dusting off some old requests

Posted: Sat Apr 05, 2014 8:44 pm
by Oscar J
I really don't think that'd be the same (blending the materials).

Look here: http://performancedrive.com.au/wp-conte ... wheels.jpg

The structure of the carbon fibre is highly visible in the darker parts, but where the surfaces are reflecting the lighting plane above the car, the coating material takes over and almost completely hides the carbon fibre structure. That wouldn't be the case if you'd just blend the two materials in Indigo, the clear coat has to be above the carbon layer.

Agree? :)

Re: [REQ] Dusting off some old requests

Posted: Sat Apr 05, 2014 9:21 pm
by CTZn
I meant a new coating parameter that would blend nothing but its shading normals with those of the substrate. Sometimes the coating does match the substrate's surface details, but not in all cases or places.

Perhaps should such a new parameter also take displacement into consideration (surface details, as I would call bump + displacement).