Indigo 0.7 test 1

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Post by OnoSendai » Sun Jan 14, 2007 8:35 pm

they are documented :)

IanT
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Post by IanT » Mon Jan 15, 2007 4:47 am

Congrtulations Nick ... stunning list of features there :)

Ian.

Hunkadoodledoo
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Post by Hunkadoodledoo » Mon Jan 15, 2007 7:33 pm

Thanks bunches for the new build! I am tingling all over with excitement!

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Maluminas
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Post by Maluminas » Tue Jan 16, 2007 8:19 am

Can you use matte surfaces with SSS? Like a diffuse surface, which would be good for skin. So far i've only seen glasy/specular surfaces on SSS.

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CTZn
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Post by CTZn » Tue Jan 16, 2007 4:27 pm

Using specular is ok for skin, especially for sweat or fat. The point is to have a soft specular, like phong allows... Bandar did some skin-like material he posted in Finished Work.

dmn
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Post by dmn » Tue Jan 16, 2007 5:36 pm

I'm trying blender export to indigo 0.7t1 [using the stable 0.6 exporter]. I've been executing indigo, reading the error message, correcting the xml and repeating. I've made it through the materials and the smooth normals changes.

Now I'm getting;
"SceneLoaderExcep: Rotation matrix must be orthogonal."


The rotation matrix in each mesh from blender currently looks like this:
<rotation>
<matrix>
1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000
</matrix>
</rotation>

How can I fix this? Thanks

Ah, I looked in one of the 0.7 testscenes and found the rotation matrix to be the same, but there were other meshes with 0.01 0 0 0 0.01 0 0 0 0.01. So I guess 1 is orthogonal with each axis? Makes sense kinda..
Now I'm getting "bidirectional disabled." Hmm...
changed bidirectional to false...
working now, only had to modify the materials and the rotation matrix and add the smooth normals command.
Curious about the new glossy transparency and SSS

Wedge
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Post by Wedge » Tue Jan 16, 2007 6:21 pm

Hi dmn:

Zuegs here on the forum posted a fix to this.

In Indigo 0.7 you really can't use a 0.6 blender exporter.

If you want to try Indigo 0.7 its best to use the 0.7 blender exporter.

If you want to fix the rotation matrix, check the thread blender2indigo 62beta 1 ....zeugs posted the fix in there but you will need to apply the code to your 0.6 exporter.

After that you will either have to manually fix the other lines like you have already or apply them to the exporter.

I have started the 0.7t1 blender exporter with most all of the fixes (thanks to the help fomr the forum) so that it works for the most part. But it will likely break if you don't follow the directions to understand how the values are translated.

Update: Opps, my bad. Looks like I overlooked the bottom of your post, and you have it working.
Content contained in my posts is for informational purposes only and is used at your own risk.

dmn
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Post by dmn » Tue Jan 16, 2007 6:47 pm

Hi Wedge,
I was using the 0.6 exporter because the 0.7 one isn't in the downloads section, but I just noticed your script in the forum and will try it out tomorrow. Much more preferrable than manually correcting the code 8)
Thanks

IanC
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Post by IanC » Wed Jan 17, 2007 9:10 am

I just realised I've been using 0.7t1 for a while now but haven't even thanked you for it!

So, thanks for all these features, it's a ridiculously large list. One thing I particularly like is the bloom on the camera. Oh, and the sss, or course!!


Ian

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CTZn
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Post by CTZn » Wed Jan 17, 2007 12:23 pm

Just found that blooming was caused by intraoccular light scattering in this pdf:

Applications of Visual Perception in Computer Graphics

Victoria Interrante, Penny Rheingans, James Ferwerda,
Rich Gossweiler and Christopher Healey
Course #32 SIGGRAPH 98
Orlando, Florida July 19-24, 1998


page 48. It's a big file with slow bandwidth... 345 pages, 70 MB !!!

More details page 84 !

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Zom-B
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Post by Zom-B » Wed Jan 17, 2007 11:54 pm

Hey Nick...

I got some Problems getting bump material set by the uv like in your dokumentation...
I allways get this Fatal Error (it seems albedo still works for bump :?)

Code: Select all

Fatal Error: SceneLoaderExcep: TextureUnitExcep: The texture 'E:\xxx\WeinGlass\bump.jpg'
could not be bound to uv set with name 'bump', because that uv set was not exposed in an expose_uv_set element.
I also get a strange texture loading error using PNG Files...
The Bump Material causes the Problem, but if I use the same PNG for color like for bump, it works :?
>>Here<< a Scene with the textures for debugging...

BTW:
Does anybody can Tell me (understandable for N00bs),
what the new option polarisation in the INI File does exactly???
polygonmanufaktur.de

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OnoSendai
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Post by OnoSendai » Thu Jan 18, 2007 7:04 am

Just a note to say that I've found an issue with the SSS code... and it only took me several hours to figure it out :?
A floating point value is overflowing on paths with lots of bounces, and this is resulting in significant energy loss in some media, esp. those with a large scattering coefficient.
So better wait till test 2 for accurate SSS :)

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OnoSendai
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Post by OnoSendai » Thu Jan 18, 2007 7:04 am

ZomB: just use albedo uv set for the bump map then :)

ludoman
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question about v0.7

Post by ludoman » Wed Mar 14, 2007 3:55 am

hi
i am currently testing the version 0.7.
I got a question about using .3ds or .obj mesh. If i don't define the material with the correct name i got a error message. If i define it, i lose the initial material.
The ways i use indigo is by xml editing, using .obj export from molecular modeling tools.

Any idea how i can keep the initial material, or if i can combine it with an indigo material.

Hope this is clear enought

thanks

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CTZn
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Post by CTZn » Wed Mar 14, 2007 4:08 am

Maybe you will need a more recent version of Indigo, .obj support is one of the last feature that was fixed in 0.7t4.

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