General News and accouncements regarding the Indigo render engine
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CTZn
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Post
by CTZn » Tue Jul 24, 2012 11:40 pm
Delle is writing an exporter (for his own arch application iirc), what he is asking for are technical details :)
Here's what we got:
OnoSendai wrote:You can add a section plane to a scene like so:
<section_plane>
<point>3 0 0</point>
<normal>-1 0 0</normal>
<enabled>true</enabled>
</section_plane>
Only geometry on the front side of the plane (the side that the normal
points to) will be rendered.
'point' is a point on the plane that defines the position of the plane.
About orthographic cameras:
To toggle between the camera types, use this inside the <camera> element:
<!--<camera_type>thin-lens-perspective</camera_type>
<sensor_width>0.036</sensor_width>-->
<camera_type>orthographic</camera_type>
<sensor_width>40</sensor_width>
Note that the sensor width needs to be really large for the orthographic camera, as the sensor is considered to be the same size as the lens.
Shouldn't them be invisible to the camera but still be there and interact with rays???
Not the way section planes were designed. This paradigm of the invisible object interacting with the scene sounds like a sin or some graal around here :)
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Zom-B
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by Zom-B » Tue Jul 24, 2012 11:47 pm
CTZn wrote:Shouldn't them be invisible to the camera but still be there and interact with rays???
Not the way section planes were designed. This paradigm of the invisible object interacting with the scene sounds like a sin or some graal around here :)
So I mixed that up with camera clipping?!
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CTZn
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Post
by CTZn » Tue Jul 24, 2012 11:52 pm
Zom-B wrote:CTZn wrote:Shouldn't them be invisible to the camera but still be there and interact with rays???
Not the way section planes were designed. This paradigm of the invisible object interacting with the scene sounds like a sin or some graal around here :)
So I mixed that up with camera clipping?!
I think it's something different. The way MtI uses section planes is only by supporting cameras near and far clipping plane, but the geometry behind them is still removed.
It's about the Indigo core designed a different way I assume, I can't tell for sure.... one can not uncheck the primary visibility for objects at this point,
ie make them be invisible AND interact to name the paradigm.
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cotty
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by cotty » Tue Jul 24, 2012 11:58 pm
CTZn wrote:
About orthographic cameras:
a little example with SkIndigo (same house as
before):
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Zom-B
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by Zom-B » Wed Jul 25, 2012 12:25 am
CTZn wrote:It's about the Indigo core designed a different way I assume, I can't tell for sure.... one can not uncheck the primary visibility for objects at this point, ie make them be invisible AND interact to name the paradigm.
Yes, I know about the no-tolerance policy regarding unrealistic effects even if they get rendered with unbiased methods ^^
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OnoSendai
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by OnoSendai » Wed Jul 25, 2012 12:46 am
Zom-B wrote:CTZn wrote:It's about the Indigo core designed a different way I assume, I can't tell for sure.... one can not uncheck the primary visibility for objects at this point, ie make them be invisible AND interact to name the paradigm.
Yes, I know about the no-tolerance policy regarding unrealistic effects even if they get rendered with unbiased methods ^^
Hi Zom-B, it's not true that we have a no-tolerance policy for unrealistic effects.
It just makes us a little hesitant to add them
We'll add invisible objects at some point.
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Zom-B
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by Zom-B » Wed Jul 25, 2012 12:57 am
OnoSendai wrote:Hi Zom-B, it's not true that we have a no-tolerance policy for unrealistic effects.
It just makes us a little hesitant to add them :)
We'll add invisible objects at some point.
I have to admit that I've chosen my words so strong to hear exactly that answer from you ;)
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OnoSendai
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by OnoSendai » Wed Jul 25, 2012 12:57 am
Zom-B wrote:OnoSendai wrote:Hi Zom-B, it's not true that we have a no-tolerance policy for unrealistic effects.
It just makes us a little hesitant to add them
We'll add invisible objects at some point.
I have to admit that I've chosen my words so strong to hear exactly that answer from you
Ha, tricks
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lycium
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by lycium » Wed Jul 25, 2012 5:37 am
OnoSendai wrote:Zom-B wrote:OnoSendai wrote:Hi Zom-B, it's not true that we have a no-tolerance policy for unrealistic effects.
It just makes us a little hesitant to add them
We'll add invisible objects at some point.
I have to admit that I've chosen my words so strong to hear exactly that answer from you
Ha, tricks
The end justifies the means
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delle
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Post
by delle » Wed Jul 25, 2012 7:02 am
CTZn wrote:Delle is writing an exporter (for his own arch application iirc), what he is asking for are technical details :)
Here's what we got:
OnoSendai wrote:You can add a section plane to a scene like so:
<section_plane>
<point>3 0 0</point>
<normal>-1 0 0</normal>
<enabled>true</enabled>
</section_plane>
Only geometry on the front side of the plane (the side that the normal
points to) will be rendered.
'point' is a point on the plane that defines the position of the plane.
About orthographic cameras:
To toggle between the camera types, use this inside the <camera> element:
<!--<camera_type>thin-lens-perspective</camera_type>
<sensor_width>0.036</sensor_width>-->
<camera_type>orthographic</camera_type>
<sensor_width>40</sensor_width>
Note that the sensor width needs to be really large for the orthographic camera, as the sensor is considered to be the same size as the lens.
Shouldn't them be invisible to the camera but still be there and interact with rays???
Not the way section planes were designed. This paradigm of the invisible object interacting with the scene sounds like a sin or some graal around here :)
Thank you very much!
A. Delle
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fused
- Posts: 3648
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- Location: Berlin, Germany
- 3D Software: Cinema 4D
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by fused » Wed Jul 25, 2012 7:19 am
lycium wrote:OnoSendai wrote:Zom-B wrote:I have to admit that I've chosen my words so strong to hear exactly that answer from you
Ha, tricks
The end justifies the means
You betrayed the law!
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StompinTom
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by StompinTom » Wed Jul 25, 2012 9:42 am
delle wrote:CTZn wrote:Delle is writing an exporter (for his own arch application iirc), what he is asking for are technical details :)
Here's what we got:
OnoSendai wrote:You can add a section plane to a scene like so:
<section_plane>
<point>3 0 0</point>
<normal>-1 0 0</normal>
<enabled>true</enabled>
</section_plane>
Only geometry on the front side of the plane (the side that the normal
points to) will be rendered.
'point' is a point on the plane that defines the position of the plane.
About orthographic cameras:
To toggle between the camera types, use this inside the <camera> element:
<!--<camera_type>thin-lens-perspective</camera_type>
<sensor_width>0.036</sensor_width>-->
<camera_type>orthographic</camera_type>
<sensor_width>40</sensor_width>
Note that the sensor width needs to be really large for the orthographic camera, as the sensor is considered to be the same size as the lens.
Shouldn't them be invisible to the camera but still be there and interact with rays???
Not the way section planes were designed. This paradigm of the invisible object interacting with the scene sounds like a sin or some graal around here :)
Thank you very much!
A. Delle
Would still be great to have that option for section planes. It would make them pretty well the same as sticking an orthographic camera through a building, which also takes into account the 'hidden' geometry behind the ortho camera's cutting plane.
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Oscar J
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- 3D Software: Blender
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by Oscar J » Thu Jul 26, 2012 12:40 pm
FakeShamus wrote:Good Stuff! Orthographic camera is very exciting!
Couple peeves as a Mac user:
Command-Q still reloads the scene, instead of quitting the application.
And we are still missing the "File > Save Material" menu for saving materials from an open scene (apparently this shows up in the property editor pane for Windows users - but we don't get it in OSX).
thanks!
+1. Don't neglect us mac users!
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Headroom
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by Headroom » Thu Jul 26, 2012 1:01 pm
Oscar J wrote:FakeShamus wrote:Good Stuff! Orthographic camera is very exciting!
Couple peeves as a Mac user:
Command-Q still reloads the scene, instead of quitting the application.
And we are still missing the "File > Save Material" menu for saving materials from an open scene (apparently this shows up in the property editor pane for Windows users - but we don't get it in OSX).
thanks!
+1. Don't neglect us mac users!
+ 1 to that ;-)
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Pibuz
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- 3D Software: SketchUp
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by Pibuz » Fri Aug 03, 2012 7:16 pm
A progressbar showing up when saving images and files in general from the GUI would be cool too :)
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