Indogo renderer in real time?

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neo0.
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Indogo renderer in real time?

Post by neo0. » Sun Aug 16, 2015 10:53 am


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Headroom
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Re: Indogo renderer in real time?

Post by Headroom » Sun Aug 16, 2015 11:05 am

No reason to. Thanks for posting this. It's quite impressive.
This video, however, is the end result of a work process and I'd be interested in seeing what that process looks like. How much work is it to get these results and how much tweaking and fiddling does it take to get these results and what tools are used to do so.


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Re: Indogo renderer in real time?

Post by Zom-B » Sun Aug 16, 2015 12:02 pm

neo0. wrote:hehe dont kill me!
Clickbaiting isn't cool dude :roll:
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Re: Indogo renderer in real time?

Post by thesquirell » Sun Aug 16, 2015 12:43 pm

It's a great thing, Unreal engine. Been doing it for the past two months, and you can get those kinds of results pretty quickly. But, this is not even near to Indigo quality. Just pause one frame, the ones that aren't so blurry, and you'll see just an average render, actually. The thing here is the immersion into the space, and time, where your brain doesn't have the time to focus on the details, and lights, it just receives the general information and fills out the rest of the world, leaving you feeling amazed. It's interactivity and the movement(time) is what makes it. Needless to say, real-time IndOgo would be out of this world.

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Re: Indogo renderer in real time?

Post by Headroom » Sun Aug 16, 2015 2:02 pm

Well, now that Moore's law seems to come to an end perhaps we have to wait a little longer for real time unbiased ray tracing.

Still, the quality possible with a game engine is impressive. And it is interesting and nice to see that in this demo it is not used to demonstrate explosions, served body parts and liters of blood ;-)

I wonder what kind of GPU this was rendered on.


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Indogo renderer in real time?

Post by zeitmeister » Sun Aug 16, 2015 9:08 pm

We need the render-to-texture option, guys.
I did some quite nice things with that using the unbiased sunflow renderer over 10 years ago...


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thesquirell
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Re: Indogo renderer in real time?

Post by thesquirell » Sun Aug 16, 2015 11:20 pm

Ok, zeiti, this is the second time I'm hearing about this feature from you, I'm curious and wanna know what it can do in production? What is the use of it? Sorry, never heard of it, would be awesome if you could explain it this to me.

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Oscar J
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Re: Indogo renderer in real time?

Post by Oscar J » Sun Aug 16, 2015 11:56 pm

Squirrel, something like this: http://www.blenderguru.com/tutorials/in ... ng-cycles/

Would be amazing.

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Re: Indogo renderer in real time?

Post by zeitmeister » Mon Aug 17, 2015 1:21 am

:-)


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Re: Indogo renderer in real time?

Post by thesquirell » Mon Aug 17, 2015 1:23 am

O...M...G. This inside Indigo=heaven. Please guys, just stop whatever you are doing and focus on this. This is the future.

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Re: Indogo renderer in real time?

Post by Zom-B » Mon Aug 17, 2015 2:01 am

thesquirell wrote:O...M...G. This inside Indigo=heaven. Please guys, just stop whatever you are doing and focus on this. This is the future.
Actually the paste dude, that has been done for Half Life 1 too, and many other games :lol:
Only not by this amount of quality. For gaming this methode nowadays isn't good enough, since its not dynamic, and a lot (!!!) of extra texture data gets generated that way.
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thesquirell
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Re: Indogo renderer in real time?

Post by thesquirell » Mon Aug 17, 2015 2:03 am

Future, and the past?! And still, we don't have it inside Indigo?! Shame, shame, shame! Would be a miracle for animating the still scenes. Could this, nowadays,work for dynamic objects as well?

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Re: Indogo renderer in real time?

Post by Zom-B » Mon Aug 17, 2015 2:39 am

thesquirell wrote:Future, and the past?! And still, we don't have it inside Indigo?! Shame, shame, shame! Would be a miracle for animating the still scenes. Could this, nowadays,work for dynamic objects as well?
Engines like Cryengine and Unreal Engine are already capable of some (limited) global illumination, Ambient occlusion, raytraced reflections and stuff.

Games nowadays are all about being dynamic regarding lighting and environment, some baked light information is worthless if you change elements of a scene.

Such baked stuff IS interesting for static environments like for example these walk through architectural stuff, or camera animations, But since only light/sahdows get baked as a map over the diffuse channel of a texture you only get this small part of Indigo magic into it: the illumination.
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Re: Indogo renderer in real time?

Post by zeitmeister » Mon Aug 17, 2015 2:45 am

... and realistic light is what it's all about.


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