Internal scale?

General questions about Indigo, the scene format, rendering etc...
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codemonk
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Internal scale?

Post by codemonk » Sat Dec 09, 2006 8:04 am

I seem to remember reading somewhere that indigo had some scale built into it. I.E. 1 unit = 1 meter or some such. Howevere I can't for the life of me find where I might have read that. So my question is:

Does indigo have some wort of scale internaly? If so what is it? And how much do I want to make my models conform to this scale if I want accurate renders?

Thanks in advance!

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CTZn
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Post by CTZn » Sat Dec 09, 2006 9:06 am

Good question ! Last night I quasi-turned crazy because my object (cornell box) was eaten at 95% by a spherical, reflective object. That wasn't defined in the scene :evil:

After a while it turned out like so: my camera was outside the skylight, and the scene roughly the same size as it ! So there must definitly be some scale built-in...

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yourdaftpunk
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Post by yourdaftpunk » Tue Dec 12, 2006 7:25 pm

I think Indigo uses meters (if I remember correctly from the camera stuff). And Maya uses units usually equal to 1cm by default. It is arbitrary though unless you are using Mental Ray shaders like miSSS_fast that have scale based effects.

The point for Maya users- scale in Maya preferences is not respected. One Maya unit should come across as one Meter in Indigo by default then.

-shawn

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CTZn
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Post by CTZn » Tue Dec 12, 2006 10:20 pm

Oh, good to know for me ;)

So I guess Indigo's environment surface is approximately at 220m from the origin of the scene...

Thanks Shawn !

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OnoSendai
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Post by OnoSendai » Tue Dec 12, 2006 11:22 pm

For bidirectional ray tracing, i've modelled the environment as a sphere with radius 300m IIRC. So if ur model is too big crazy things will happen :)

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CTZn
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Post by CTZn » Wed Dec 13, 2006 12:59 am

Okay :)

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codemonk
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Post by codemonk » Wed Dec 13, 2006 10:33 am

I may end up having to scale things differently then :p I typically work in the 1 unit = 1 inch or 1 unit = 1 cm scale.

But I usually work on small things like pens and coins.

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eman7613
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Post by eman7613 » Thu Dec 14, 2006 2:31 am

OnoSendai wrote:For bidirectional ray tracing, i've modelled the environment as a sphere with radius 300m IIRC. So if ur model is too big crazy things will happen :)
i think that must by why i would get pink scenes!
Yes i know, my spelling sucks

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CTZn
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Post by CTZn » Thu Dec 14, 2006 11:30 am

Mmmh I'm not sure that shifts the color, having pink or blue scenes is more a matter of setting the white point for the camera. ie if it's set to D65 try a lower value, like D. In the other hand your image could become bluish, that's about balancing that right.

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Post by Apollux3D » Fri Dec 15, 2006 8:46 pm

eman7613 wrote:
OnoSendai wrote:For bidirectional ray tracing, i've modelled the environment as a sphere with radius 300m IIRC. So if ur model is too big crazy things will happen :)
i think that must by why i would get pink scenes!
I was getting the same on a geo-referenced building i was working on, them I moved it to the world origin and problem solved !.

The pink renders where kind of cool for a "styled render" if you are into that sort of things.

IanT
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Post by IanT » Sat Dec 23, 2006 9:51 am

OnoSendai wrote:For bidirectional ray tracing, i've modelled the environment as a sphere with radius 300m IIRC. So if ur model is too big crazy things will happen :)
I'm so glad you said that Nick.... I spent ages trying to figure out a way of keeping the sky sphere as an infinite-distance emitter while keeping it able to generate photons. It's hard enough doing caustic perturbations with path-tracing and a sky, let alone bi-PT and a sky :wink:

Ian.

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