Indigo 0.7 test 4

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OnoSendai
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Indigo 0.7 test 4

Post by OnoSendai » Sat Feb 10, 2007 12:55 am

http://www2.indigorenderer.com/montecar ... _test4.zip

Changelog:

v0.7 test 4
* Added/finished decent OBJ support.
* fixed kd-tree caching
* messed round with mlt stuff, network rendering.

EDIT: I also fixed most (or all?) of the test scenes, so they should load without errors now (apart from missing meshes etc..).

EDIT: about the obj stuff:
Obj files now expose one uv-set, called 'default'.
multiple materials per obj file should work now.
Remember to turn off normal smoothing if there are no smoothing normals in the .obj file!
Last edited by OnoSendai on Fri Apr 20, 2007 11:25 pm, edited 3 times in total.

zuegs
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Post by zuegs » Sat Feb 10, 2007 12:59 am

Thx Nick :D :D :D

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suvakas
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Post by suvakas » Sat Feb 10, 2007 1:19 am

whoo..next build !!
Can't wait to test the obj out.
Thanks Ono!!!

Suvakas

[edit:]
OBJ BitmapTexture - works :)
OBJ multimat - works :)
OBJ multimat using different BitmapTextures - works :)
Last edited by suvakas on Sat Feb 10, 2007 2:32 am, edited 2 times in total.

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manitwo
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Post by manitwo » Sat Feb 10, 2007 1:30 am

yeah ...
quick question ono: samples=mutations?

isabelp1
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Post by isabelp1 » Sat Feb 10, 2007 1:31 am

and the blender's exporter?
it already exists ?
excuse me... :oops: i want try it

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manitwo
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Post by manitwo » Sat Feb 10, 2007 1:39 am

:shock: you are working on a hybrid-mode?

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OnoSendai
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Post by OnoSendai » Sat Feb 10, 2007 1:58 am

suvakas wrote:whoo..next build !!
Can't wait to test the obj out.
Thanks Ono!!!

Suvakas

[edit:]
OBJ BitmapTexture - works :)
OBJ multimat - works :)
OBJ multimat using different BitmapTextures = nope
Obj files now expose one uv-set, called 'default'.
Does it mean that only one diffuse bitmaptexture can be used on one model?
*.3ds has only one uv-set called 'albedo', but Multi-bitmap works there.
You can use any number of textures u want, it's just that they all have to use the same set of uv-coordinates, the 'default' set.
I don't see why different textures for different materials shouldn't work.
What happens when u try?

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OnoSendai
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Post by OnoSendai » Sat Feb 10, 2007 2:00 am

manitwo wrote:yeah ...
quick question ono: samples=mutations?
Yes.

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OnoSendai
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Post by OnoSendai » Sat Feb 10, 2007 2:00 am

manitwo wrote::shock: you are working on a hybrid-mode?
My my.. you're observant aren't you? :P

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CTZn
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Post by CTZn » Sat Feb 10, 2007 2:03 am

Remember to turn off normal smoothing if there are no smoothing normals in the .obj file!
Does that mean that if true, normal smoothing is read from obj file :shock: :?: :D

Thank youuuuu Onnnooooooo !!!

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manitwo
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Post by manitwo » Sat Feb 10, 2007 2:04 am

yes :P

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OnoSendai
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Post by OnoSendai » Sat Feb 10, 2007 2:05 am

CTZn wrote:
Remember to turn off normal smoothing if there are no smoothing normals in the .obj file!
Does that mean that if true, normal smoothing is read from obj file :shock: :?: :D

Thank youuuuu Onnnooooooo !!!
Yes, if normal_smoothing is true, the vertex normals in the .obj file are used.
However, if there are no vertex normals in the .obj file, and normal_smoothing is true, bad things will happen :)

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zsouthboy
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Post by zsouthboy » Sat Feb 10, 2007 2:06 am

OnoSendai wrote:
manitwo wrote::shock: you are working on a hybrid-mode?
My my.. you're observant aren't you? :P
Yay! Now Indigo will get 60 MPG!

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CTZn
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Post by CTZn » Sat Feb 10, 2007 2:08 am

Wow that thread is hot ;)

And a new doc, great !!!

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tungee
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thanx big master.

Post by tungee » Sat Feb 10, 2007 2:15 am

you are crazy man!
thanx!
Music has the right to children!

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