Indigo 1.1.7
Ok, now things are working when blending the diffuse emitting mat with another, untextured, non-emitting diffuse mat or phong mat...
Indigo crashes when trying to merge a phong with bump or exponent map and a diffuse emitter.
Works nicely by merging a diffuse emitter and a specular.
One weird thing: When I assign the sphere emitter to layer 2, it ends up in layer 0. The other emitters in layer 1 are indeed in layer 1.
Indigo crashes when trying to merge a phong with bump or exponent map and a diffuse emitter.
Works nicely by merging a diffuse emitter and a specular.
One weird thing: When I assign the sphere emitter to layer 2, it ends up in layer 0. The other emitters in layer 1 are indeed in layer 1.
- Attachments
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- EmitterMergedWithPhongAndOtherEmittersinDifferentLayers.png (338.97 KiB) Viewed 4100 times
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- EmitterandSpecular.png (361.57 KiB) Viewed 4100 times
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Cheers man. Nothing much to see here (so far;-))
I seem to have trouble rendering textured emitters.
I tried blending a null with a textured diffuse emitter. The luminosity does not seem to be modulated by the texture but to come on top of it. Dunno if it makes any sense, but basically, when the Master Gain in the fire layer is set to 0, the texture appears fine, but as soon as I raise it, the fire fades to white - i.e. the luminosity seems to spread equally over the entire object regardless of the texture... (Master gain is set at 0.02 in the first image)
See images:
(fire map stolen from the MXM Gallery)
Hence a few questions for the master:
1) Can you confirm that emitting materials cannot be merged with materials that use exponent and/or bump maps?
2) What is the best way to have nice emitting textures - the way they used to work with textured emitters - in the new diffuse emitting material?
I seem to have trouble rendering textured emitters.
I tried blending a null with a textured diffuse emitter. The luminosity does not seem to be modulated by the texture but to come on top of it. Dunno if it makes any sense, but basically, when the Master Gain in the fire layer is set to 0, the texture appears fine, but as soon as I raise it, the fire fades to white - i.e. the luminosity seems to spread equally over the entire object regardless of the texture... (Master gain is set at 0.02 in the first image)
See images:
(fire map stolen from the MXM Gallery)
Hence a few questions for the master:
1) Can you confirm that emitting materials cannot be merged with materials that use exponent and/or bump maps?
2) What is the best way to have nice emitting textures - the way they used to work with textured emitters - in the new diffuse emitting material?
- Attachments
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- MasterGain0.png (340.84 KiB) Viewed 4076 times
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- MasterGainAbove0.png (283.62 KiB) Viewed 4075 times
Backwards compatibility will stay for good, probably, 'cause I don't want to waste all those materials in the MatDBBig Fan wrote:ha! you are a funny fellow ono
you might have done the UI narrowing...
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
In general, don't mix old and new stuff together in the same material.
No, you can't 'call' other material types from a material shader.Grimm wrote:@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?
You can use a shader to control the blend factor of a blend material, however.
not sure why you would want to do that.Grimm wrote: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?
I'll re-enable TIFF soon.ZomB wrote: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
16-bit PNGs are currently converted to 8 bit, that will be fixed eventually.
thanks, will add in step_blend documentation.
1) That should work fine, in theoryBbB wrote:Cheers man. Nothing much to see here (so far;-))
I seem to have trouble rendering textured emitters.
I tried blending a null with a textured diffuse emitter. The luminosity does not seem to be modulated by the texture but to come on top of it. Dunno if it makes any sense, but basically, when the Master Gain in the fire layer is set to 0, the texture appears fine, but as soon as I raise it, the fire fades to white - i.e. the luminosity seems to spread equally over the entire object regardless of the texture... (Master gain is set at 0.02 in the first image)
See images:
(fire map stolen from the MXM Gallery)
Hence a few questions for the master:
1) Can you confirm that emitting materials cannot be merged with materials that use exponent and/or bump maps?
2) What is the best way to have nice emitting textures - the way they used to work with textured emitters - in the new diffuse emitting material?
2) Set the base_emittance to a nice spectral radiance emission spectrum, like blackbody @ 2800K. Then set emittance as a texture type material parameter, and use the modulating texture for it.
As for getting a fire effect like I can see you're after, the easiest way for that would be for me to allow emission from null materials. I can't think of any killer arguments why this shouldn't be possible, so perhaps I'll add it in.
I'll try the solution you suggested. But remember I'm illiterate. Would you have an example xml showing proper use of textures with diffuse-emitters?
Here are two scenes with blended emitters. One where the non-emitting has bump and exponent (crashes) one without (works). Perhaps you can have a look at these when you have a minute.
Here are two scenes with blended emitters. One where the non-emitting has bump and exponent (crashes) one without (works). Perhaps you can have a look at these when you have a minute.
- Attachments
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- ProblemScenes.zip
- (9.43 KiB) Downloaded 1595 times
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