Internal scale?
Internal scale?
I seem to remember reading somewhere that indigo had some scale built into it. I.E. 1 unit = 1 meter or some such. Howevere I can't for the life of me find where I might have read that. So my question is:
Does indigo have some wort of scale internaly? If so what is it? And how much do I want to make my models conform to this scale if I want accurate renders?
Thanks in advance!
Does indigo have some wort of scale internaly? If so what is it? And how much do I want to make my models conform to this scale if I want accurate renders?
Thanks in advance!
Good question ! Last night I quasi-turned crazy because my object (cornell box) was eaten at 95% by a spherical, reflective object. That wasn't defined in the scene
After a while it turned out like so: my camera was outside the skylight, and the scene roughly the same size as it ! So there must definitly be some scale built-in...

After a while it turned out like so: my camera was outside the skylight, and the scene roughly the same size as it ! So there must definitly be some scale built-in...
- yourdaftpunk
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I think Indigo uses meters (if I remember correctly from the camera stuff). And Maya uses units usually equal to 1cm by default. It is arbitrary though unless you are using Mental Ray shaders like miSSS_fast that have scale based effects.
The point for Maya users- scale in Maya preferences is not respected. One Maya unit should come across as one Meter in Indigo by default then.
-shawn
The point for Maya users- scale in Maya preferences is not respected. One Maya unit should come across as one Meter in Indigo by default then.
-shawn
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I was getting the same on a geo-referenced building i was working on, them I moved it to the world origin and problem solved !.eman7613 wrote:i think that must by why i would get pink scenes!OnoSendai wrote:For bidirectional ray tracing, i've modelled the environment as a sphere with radius 300m IIRC. So if ur model is too big crazy things will happen
The pink renders where kind of cool for a "styled render" if you are into that sort of things.
I'm so glad you said that Nick.... I spent ages trying to figure out a way of keeping the sky sphere as an infinite-distance emitter while keeping it able to generate photons. It's hard enough doing caustic perturbations with path-tracing and a sky, let alone bi-PT and a skyOnoSendai wrote:For bidirectional ray tracing, i've modelled the environment as a sphere with radius 300m IIRC. So if ur model is too big crazy things will happen

Ian.
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