General News and accouncements regarding the Indigo render engine
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Kojack
- Posts: 57
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- Location: Poland
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by Kojack » Wed May 16, 2007 5:42 am
Indigo kick ass so hard
Thank you Nick
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Camox
- Posts: 587
- Joined: Sat Aug 05, 2006 5:28 am
- Location: Berlin Germany
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Contact:
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by Camox » Wed May 16, 2007 6:04 am
THX Nick
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vansan
- Posts: 67
- Joined: Fri May 04, 2007 2:35 am
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by vansan » Wed May 16, 2007 6:52 am
Big thanks!
The exporter writers can't race with your development speed Ono!
And it's awesome!
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zsouthboy
- Posts: 1395
- Joined: Fri Oct 13, 2006 5:12 am
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by zsouthboy » Wed May 16, 2007 7:12 am
wow.
wasn't expecting a "stable' release this quickly.
(like your other releases are so unstable anyway, Ono. Haha
)
Thanks!
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Anthony
- Posts: 251
- Joined: Fri Mar 02, 2007 6:42 pm
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by Anthony » Wed May 16, 2007 8:22 pm
Wow fast development!
You must be up there with Superman and all those other hardcore superheroes or something to be able to pump out releases so fast!
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Xman
- Posts: 202
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- Location: Guangdong-China
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by Xman » Wed May 16, 2007 9:46 pm
Hi Nick,
Can you join
GI bounces, can let us control it at liberty for indigo in future test0.9?
thx you
Intel i7-920,RAM 3G ,GeForce 9800GTX+.
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supraserv
- Posts: 61
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- Location: Poland
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by supraserv » Thu May 17, 2007 3:27 am
Hi. I made a test of the stable 0.8 and came across an annoying thing about smoothing in my scene. Below you have two images rendered for 20 min. each at 2x this resolution. The scene was not changed in the meantime. It was modelled in Blender with smoothing, but I encountered problems with smoothness when bump maps were applied. In 0.8 test 2 I coped with it by rotating the columns so that the surface was rendering pretty smooth. In 0.8 stable it proved impossible as the the edges stay visible despite my efforts.
What changed between 0.8 t 2 and the stable version causing this or how can I avoid this without playing so much and blindly with geometry?
The image to the left is 0.8 stable and to the right is 0.8 t 2.
Thanks.
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Attachments
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- egypt_comparison.jpg (193.82 KiB) Viewed 6767 times
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Kram1032
- Posts: 6649
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by Kram1032 » Thu May 17, 2007 3:54 am
whare are the bump-problems?
I can't really see them...
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supraserv
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by supraserv » Thu May 17, 2007 4:32 am
Like here.
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Attachments
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- smoothing.jpg (25.61 KiB) Viewed 6743 times
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neepneep
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by neepneep » Thu May 17, 2007 4:51 am
Hey Kramster, I think he is referring to the seam in the bump map image showing...
@supraserv, how did you construct the bump map? is it tileable ?
Also, the left image seems to be more orange than the other image...(or is it me?)
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supraserv
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- Location: Poland
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by supraserv » Thu May 17, 2007 6:43 am
neepneep: no, it is not a seam, unfotunatelly. I rotated the columns to avoid the effect, but it always appears where sharp light (sunlight) meets shadow (on smoothed edges). It doesn't occur when no bumpmap is used, but the higher exponent or b feature (my exponent is 0.02 and the b is 0.01) of the bump the more pronounced get the edges of the mesh. But again, it only appears where the light meets shadow.
Below the shaft is the column base. There the edge is extra visible as the values for the bump used there are: exponent 0.2 and b 0.2
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Attachments
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- no_seam.jpg (54 KiB) Viewed 6708 times
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supraserv
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by supraserv » Thu May 17, 2007 6:45 am
And yes, the images are different in colour. This also changed with the version, but it was less importatnt to me.
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Kram1032
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by Kram1032 » Thu May 17, 2007 4:00 pm
no idea, never had that problem...
How big is you scene? (about, in m)
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CTZn
- Posts: 7240
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by CTZn » Thu May 17, 2007 8:16 pm
where the light meets shadow
That's called the shadow terminator I think.
[/OT]
obsolete asset
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supraserv
- Posts: 61
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- Location: Poland
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by supraserv » Fri May 18, 2007 5:51 pm
Does Indigo take normals from bumpmaps into account if the rays come from indirect light? Can this be somehow controlled (like it was possible in Yafray and POVRAY?). This is still my struggle with bumpmapped meshes .
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