Indigo 1.1.7

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Indigo 1.1.7

Post by OnoSendai » Wed Jul 23, 2008 5:28 pm

Check out the included Indigo Manual.pdf for the new scene file format, including some documentation on the new shader language.
Note that despite the new format, backwards compatibility has (hopefully) been maintained, so that Indigo 1.1.7 can still load old scene files.

win 32 bit:
http://www.indigorenderer.com/joomla/in ... &Itemid=62

win 64 bit:
http://www.indigorenderer.com/joomla/in ... &Itemid=62



1.1.7
* fixed glossy_transparent
* improved phong backwards compatibility
* updated manual

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rgigante
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Post by rgigante » Wed Jul 23, 2008 5:40 pm

after only 48 hours :shock:

thanks, Riccardo.

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mrmoose
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Post by mrmoose » Wed Jul 23, 2008 6:19 pm

Great Ono!!!

Thanks! :D

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carbon
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Post by carbon » Wed Jul 23, 2008 6:47 pm

Thanks a lot!

pafurijaz
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Post by pafurijaz » Wed Jul 23, 2008 6:53 pm

:shock: :shock: :shock:
I have no words.
But you're a man?
However, thank you, wherever you are come!

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Pinko5
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Post by Pinko5 » Wed Jul 23, 2008 7:21 pm

Tnx ONO!!!
Luca. :D

BbB
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Post by BbB » Wed Jul 23, 2008 7:31 pm

Thanks master!

EDIT: Are NK materials back?

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Grimm
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Post by Grimm » Wed Jul 23, 2008 7:39 pm

WOW!! Err, Ono, do we need to get a fire extinguisher or something. At this coding rate you must be on fire by now. :) I can't wait to see the shader system. Thanks,
Grimm

Big Fan
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Post by Big Fan » Wed Jul 23, 2008 7:43 pm

ha! you are a funny fellow ono :lol:

you might have done the UI narrowing... :wink:

ok here I am playing around with the code and I think I am going to do a hybrid adaption.
It seems like too much work to do all new coding everywhere ATM :?

It seems you can run old stuff and new stuff together - albedo_texture in the same material with base_emission for instance.?...
So for my purposes I will extend the present material code to include the new emission stuff for phong, diffuse and spec ie they will have some more options in the old panel.

Are you happy to leave backward compatibility in for a while yet ono? say for 1.2 series and possibly 1.3 too
Last edited by Big Fan on Wed Jul 23, 2008 8:06 pm, edited 1 time in total.

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iacx
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Post by iacx » Wed Jul 23, 2008 8:00 pm

Tnx Ono! :D

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SmartDen
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Post by SmartDen » Wed Jul 23, 2008 8:00 pm

special thanks for manual :)
Check normals, dude!

Image
Image

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Grimm
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Post by Grimm » Wed Jul 23, 2008 8:43 pm

@Ono - I was just looking through the manual, very cool! I have a couple of questions though. I noticed that you can make shaders for each material type, but can you mix or call different types from within another type. For instance could you define a Specular shader that calls a oren_nayar material and adds it in to the texture? If I have to use a blended material, can the shader language control the mix of the two? Thanks,

Edited: :) I thought of something else, any chance of defining a "global" material that will be applied to all of the mesh's regardless of the base material?
Grimm

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Zom-B
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Post by Zom-B » Wed Jul 23, 2008 9:02 pm

Having the manual for breakfast now, thanks a lot Ono! :)

**EDIT**
- In the manual TIFF Support for textures is missing!
- Are 16bit PNGs still clamped down to 8bit?
- step_blend documentation is missing
polygonmanufaktur.de

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fused
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Post by fused » Wed Jul 23, 2008 10:02 pm

great stuff! :)

thank you!

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Post by BbB » Wed Jul 23, 2008 10:52 pm

Trying emitting materials now. My scene crashes just before warm-up. Could a kind soul have a look and check?

EDIT: I tried without the blend mat and it works. Does that mean we cannot merge emitting diffuse mats with other mats?
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