Public alpha release of IndigoMax

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ENSLAVER
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Re: Public alpha release of IndigoMax

Post by ENSLAVER » Fri Jul 27, 2012 1:01 am

hcpiter wrote:nice!
how did you use sky and sun in IndigoMax ? Where add sky as environment ?
Use the indigo environment map and click the sun node object and select a light object. Add the map to the environment map slot in max (press 8 or go to rendering>environment).


Blending with an EXR is a bit more tricky given the sun is usually about 10000000 times more powerful than the average EXR.

Add an EXR to the "image lighting" section of the indigo environment map as well as choosing a sun node.
Use the "Amount" number to set the amount of blend.
It's unlikely you will be able to see the blend and will only be able to see the sun.
You will have to export and render in Indigo. Play with the light layers (set one of them to 9999999999 everything lol).

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CTZn
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Re: Public alpha release of IndigoMax

Post by CTZn » Fri Jul 27, 2012 1:21 am

ENSLAVER wrote:Playing with the Environment blend (SUN+EXR)
For some reason I love your tests ENSLAVER, this one is my wallpaper since you posted it.
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dcm
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Re: Public alpha release of IndigoMax

Post by dcm » Fri Jul 27, 2012 3:21 am

as far as i know, you have to export sun position separately and edit scene file with info about sun position

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ENSLAVER
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Re: Public alpha release of IndigoMax

Post by ENSLAVER » Fri Jul 27, 2012 11:41 am

dcm wrote:as far as i know, you have to export sun position separately and edit scene file with info about sun position
It does just show 'background' instead of sun/sky in Indigo. I am guessing orienting the sun will be easy once indigomax is 'realtime' inside 3dsmax.

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hcpiter
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Re: Public alpha release of IndigoMax

Post by hcpiter » Mon Jul 30, 2012 11:16 am

ENSLAVER wrote: Use the indigo environment map and click the sun node object and select a light object. Add the map to the environment map slot in max (press 8 or go to rendering>environment).


Blending with an EXR is a bit more tricky given the sun is usually about 10000000 times more powerful than the average EXR.

Add an EXR to the "image lighting" section of the indigo environment map as well as choosing a sun node.
Use the "Amount" number to set the amount of blend.
It's unlikely you will be able to see the blend and will only be able to see the sun.
You will have to export and render in Indigo. Play with the light layers (set one of them to 9999999999 everything lol).
Thank you very much for your help and quick solution ! Now sun and sky works fine with EXR.
In attachment my first bigger test render with IndigoMax, sun&sky.

Subpixel really big up- progress in last version. Now using IndigoMax is more stable, powerfull and quicker- Good job! :D
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Kitchen_jpg.jpg

Stromberg
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Re: Public alpha release of IndigoMax

Post by Stromberg » Mon Jul 30, 2012 11:27 am

Really nice hcpiter :) Might render a few of my own models now, just simple stuff tough :P

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dcm
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Re: Public alpha release of IndigoMax

Post by dcm » Mon Jul 30, 2012 7:39 pm

great pic ! but that flies are driving me mad in every render lol. Which SS have you used ? I think 2 ?

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hcpiter
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Re: Public alpha release of IndigoMax

Post by hcpiter » Tue Jul 31, 2012 12:42 am

Thanks guys !
Stromberg sure! :)
dcm it was I think 3 or 4 but still is. Next time I must add more than 4. Also render time is just 2h ;)

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dcm
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Re: Public alpha release of IndigoMax

Post by dcm » Tue Jul 31, 2012 12:44 am

i have them with ss4 after 20 hours so use MLT or live with them

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hcpiter
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Re: Public alpha release of IndigoMax

Post by hcpiter » Tue Jul 31, 2012 12:59 am

lol I completely forgot about MLT. Yes next time I render with MLT but what you prefer more PT with MLT or Bidirectional with MLT ?

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dcm
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Re: Public alpha release of IndigoMax

Post by dcm » Tue Jul 31, 2012 1:05 am

mlt bidir. PT bidir si fine but with some glossy/metallic/glass materials it should produce tons of flies .
MLT bidir is fine,but less linear in time/noise coverage ratio

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CTZn
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Re: Public alpha release of IndigoMax

Post by CTZn » Tue Jul 31, 2012 2:37 am

Needless to say, good rendering tip from dcm.

Think about it this way: MLT will build its sampling on PT/BDPT samples; in other words, it will mutate the very fireflies (along with all other samples produced by the base method).
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Pibuz
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Re: Public alpha release of IndigoMax

Post by Pibuz » Fri Aug 03, 2012 9:56 pm

Very nice image hcpiter!
Somehow remembers me of the seventies! Great mood!

Yes, fireflies bother me too a little.. :?

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hcpiter
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Re: Public alpha release of IndigoMax

Post by hcpiter » Tue Aug 07, 2012 3:03 am

dcm- Thanks for explaine, after some tests defintly better is use with MLT
Pibuz- thanks you, yes, fireflies are quite paintfull but next use more SS

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subpixel
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Re: Public alpha release of IndigoMax

Post by subpixel » Tue Aug 07, 2012 8:40 am

Hello,

I've posted a new version of IndigoMax with a couple of bugfixes and new features. Also thanks to Yves IndigoMax got a nice installer.
Changes:
  • added support for orthographic camera
  • added normal map to Indigo Material
  • implemented camera near and far range as section planes
  • added exposure value for IBL in Environment Map
  • fixed a number of bugs from Enslaver's list
Hope for some feedback,

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