Indigo 1.1.11

General News and accouncements regarding the Indigo render engine
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delle
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Post by delle » Mon Sep 22, 2008 7:57 am

Thanks Ono

Delle

Wintermute
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Post by Wintermute » Mon Sep 22, 2008 2:19 pm

thank you :D :) :shock:

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OnoSendai
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Post by OnoSendai » Mon Sep 22, 2008 6:22 pm

PureSpider wrote:
OnoSendai wrote:
PureSpider wrote:Anything about the speed issue concerning glossy transparent materials?
What was the issue? Lots of noise?
Yep
Noise with glossy transparent should be improved now, hopefully.

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Grimm
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Post by Grimm » Mon Sep 22, 2008 8:04 pm

Wow!! Thanks Ono. I hope to have some time to try out all of the new shader functions but it may not be soon. :( I have been very busy and I'm in the process of purchasing a new house, so no time to do fun stuff. I did have one question, could you tell us what Indigo can pass to the shader function? I didn't see much in the manual unless I missed it somewhere. I am particularly interested in seeing if Indigo can or will pass the surface normal vector and the incident ray vector to the shader functions. Thanks again and great work!!
Grimm

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OnoSendai
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Post by OnoSendai » Mon Sep 22, 2008 8:11 pm

Hi Grimm,
right now the shaders can only access the hit position in world space, and the UV coordinates at the hit position.
I'll likely add access to the geometric and shading normals in the future.
I'm not sure about allowing access to the incident ray, there are some issues with such access.

StompinTom
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Post by StompinTom » Tue Sep 23, 2008 10:00 am

OnoSendai wrote:Hi Grimm,
right now the shaders can only access the hit position in world space, and the UV coordinates at the hit position.
I'll likely add access to the geometric and shading normals in the future.
I'm not sure about allowing access to the incident ray, there are some issues with such access.
global texture mapping? :D does that mean you could define a texture that uses world coordinates for mapping?

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filippo
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Post by filippo » Wed Sep 24, 2008 9:13 pm

wonderfulll work.......the layer blendig work?
filippo
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb

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Grimm
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Post by Grimm » Thu Sep 25, 2008 2:04 pm

OnoSendai wrote:Hi Grimm,
right now the shaders can only access the hit position in world space, and the UV coordinates at the hit position.
I'll likely add access to the geometric and shading normals in the future.
I'm not sure about allowing access to the incident ray, there are some issues with such access.
Cool, thanks Ono. Is the issue programmatic or is it a problem with the shaders changing the incident vector? I would be fine with a read-only view of the vector if that would be better. 8)
Grimm

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PureSpider
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Post by PureSpider » Fri Sep 26, 2008 10:27 pm

Is it just me or are the caustics WAY faster in this release?
I was rendering a pic with 1.1.10 before and now upgraded to 1.1.11...
Didn't have any caustics in the 1600spp render from 1.1.10, in the 200spp render from 1.1.11 the caustics are clearly visible

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OnoSendai
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Post by OnoSendai » Fri Sep 26, 2008 10:30 pm

StompinTom wrote:
OnoSendai wrote:Hi Grimm,
right now the shaders can only access the hit position in world space, and the UV coordinates at the hit position.
I'll likely add access to the geometric and shading normals in the future.
I'm not sure about allowing access to the incident ray, there are some issues with such access.
global texture mapping? :D does that mean you could define a texture that uses world coordinates for mapping?
Sure, but texture coordinates have to be 2-d (for 2-d textures), and the world position is a 3-vector.

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OnoSendai
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Post by OnoSendai » Fri Sep 26, 2008 10:33 pm

Grimm wrote:
OnoSendai wrote:Hi Grimm,
right now the shaders can only access the hit position in world space, and the UV coordinates at the hit position.
I'll likely add access to the geometric and shading normals in the future.
I'm not sure about allowing access to the incident ray, there are some issues with such access.
Cool, thanks Ono. Is the issue programmatic or is it a problem with the shaders changing the incident vector? I would be fine with a read-only view of the vector if that would be better. 8)
Working with just the incident vector won't be possible, because the BSDFs have to be reciprocal to be physically plausible. But it should be possible to have physically plausible shaders that depend on both the incident and reflected vectors.
I won't allow the reflected vector to be changed, though.

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Kram1032
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Post by Kram1032 » Sat Sep 27, 2008 1:08 am

hum... and what's about chainging the incident vector with limits, based on the reflected vector? ^^

Big Fan
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Post by Big Fan » Mon Sep 29, 2008 5:42 pm

ono I guess 'rectanglelight' is also deprecated? - if so should note that in the manual ;)

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CTZn
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Post by CTZn » Tue Sep 30, 2008 12:02 am

Oren-Nayar does not support layers (and emission ?) !
obsolete asset

Big Fan
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Post by Big Fan » Tue Sep 30, 2008 11:23 am

works here

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