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Using Soho: Indigo Renderer Support

#37 User is offline   stevenong Icon

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Posted 01 April 2008 - 09:34 PM

View PostJason, on Apr 1 2008, 10:17 PM, said:

Cute scene:) I'm also curious how Mantra PBR handles something like this..
Yes, I'm curious how PBR compares to the render too.

Victor, do you mind rendering with PBR and compare the time difference?

Thanks!

Cheers!
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#38 User is offline   Jason Icon

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Posted 01 April 2008 - 11:22 PM

Updated to v0.3: Indigo v0.3 on the Exchange

Quote

0.3 - 1 April 2008,
Added "Indigo Executable" parameter on ROP which, if pointed to an indigo.exe executable will use
it instead the one set in the env var.
Uses hython instead of python everywhere. It's more reliably installed.
Writes truly random temporary IGS filenames so that you can launch many simultaneous renders.
Added background light. The internal name of rectangle light changed so in old scenes, you need to
pick "Rectangle" on the Light again to make this work. Shuffled efficacy_scaling parms
to the Rectangle geometry tab.
Allowed user to override Camera render resolution from the ROP
Added "meshlight". To use this, add a "Light > Geometry Is A Meshlight" Rendering Parameter to
an Object, along with the light color controls (called the Spectrum).

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#39 User is offline   kumpa Icon

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Posted 02 April 2008 - 02:20 AM

my first image :)

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We render 'till we drop !
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#40 User is offline   kubabuk Icon

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Posted 02 April 2008 - 02:43 AM

View PostJason, on Apr 2 2008, 06:16 AM, said:

Oh, whats "Violet"? I haven't heard of it. Where do you find it?



That's a indigo, tone mapping package, althoug it only supports indigo native igi files it's very interesting, you can apply nice post effects stuff to the image as well.

http://www.indigoren...x...9&Itemid=62

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#41 User is offline   kubabuk Icon

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Posted 02 April 2008 - 02:50 AM

Oh one thing,
Do you think the units describing dimension of the rectangle light are the same as houdini's. I don't know how to check this at the moment (I did it only by eye) but the grid with the dimensions 0.25x0.5 is different size than the light of the same dimensions. I might be wrong thou, I will take a close look at it this evening.
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#42 User is offline   kubabuk Icon

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Posted 02 April 2008 - 05:40 AM

A few light tests done in indigo... manually splitting objects into partitions is a little bit cumbersome, but can live with it for now.

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#43 User is offline   Jason Icon

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Posted 02 April 2008 - 07:31 AM

View Postkubabuk, on Apr 2 2008, 02:50 AM, said:

Oh one thing,
Do you think the units describing dimension of the rectangle light are the same as houdini's. I don't know how to check this at the moment (I did it only by eye) but the grid with the dimensions 0.25x0.5 is different size than the light of the same dimensions. I might be wrong thou, I will take a close look at it this evening.


Hmm, it seems to right according to the Indigo Manual PDF. For safety's sake, I could still wrap it in a soho.houdiniUnitLength() function, but I think it's correct. Please let me know what you find!

Quote

width
Width in x direction.
type: real scalar
units: meters


Quite honestly I don't know what it's meant to look like because the rectanglelight entity only supports and "pos" positional element, no rotations, etc. So I don't know how you're meant to orient the rectangle as no orientation information gets passed to the IGS.

This is the example from the Manual:
<rectanglelight>
 <pos>0.0 0 1.9</pos>
 <width>0.2</width>
 <height>0.2</height>
 <spectrum>
  <peak>
   <peak_min>300</peak_min>
   <peak_width>550</peak_width>
   <base_value>0</base_value>
   <peak_value>200</peak_value>
  </peak>
 </spectrum>
 <efficiacy_scale>
  <power_drawn>100</power_drawn>
  <overall_luminous_efficiacy>17.5</overall_luminous_efficiacy>
 </efficiacy_scale>
</rectanglelight>

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#44 User is offline   Jason Icon

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Posted 02 April 2008 - 07:35 AM

View Postkubabuk, on Apr 2 2008, 05:40 AM, said:

A few light tests done in indigo... manually splitting objects into partitions is a little bit cumbersome, but can live with it for now.


Ah yes, the partitioning thing is what I'll look at next then.

Perhaps Houdini might one day sport a tool to Split Objects by selection, groups, connectivity - and to Combine object too. Maybe by version 13 or something... I can dare to dream. :blink:
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#45 User is offline   kubabuk Icon

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Posted 03 April 2008 - 09:33 AM

View PostJason, on Apr 2 2008, 04:35 PM, said:

Quite honestly I don't know what it's meant to look like because the rectanglelight entity only supports and "pos" positional element, no rotations, etc. So I don't know how you're meant to orient the rectangle as no orientation information gets passed to the IGS.


Yes you're right, in that case you shouldn't bother about that. Funny, I can bet the last time I rendered camera pointing the rectangular shape light I could see the light in the render, right now no light at all. :huh:
Also don't know if this only is an issue on my machine but once I create indigo light, I can't see its graphical representation in 3d viewport, the same happens with camera but it looks more like some houdini problems.
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#46 User is offline   kubabuk Icon

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Posted 04 April 2008 - 01:39 AM

I did some tests with render region (manually modifying igs file, for now) very handy when doing quick tests on your scene, bare in mind it works properly with linear tone mapping method only. Would be great if you could include that in the next update, When it comes to portals, before I'll try to add them I am afraid have to study soho more... :unsure:

Btw. Meshlights works just perfect!

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#47 User is offline   kubabuk Icon

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Posted 04 April 2008 - 04:05 AM

There is a potential problem with materials and a floating bundle chooser, which puts only the name of the medium's name in the required field. Indigo requires to have /shop/material_name - otherwise it produces an error.

Also I am getting an error if there are any non-indigo materials in the scene.

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#48 User is online   vmuriel Icon

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Posted 04 April 2008 - 06:13 AM

Yes, meshlights are fine.

I am testing Indigo4Houdini ( Houdigo :P ) in Linux environment, one tip for this
platform: Comment camera aperture staff in indigo.py

	# aperture stuff
#	i_entity_start('aperture_shape' )
#	i_entity_start(plist['i_aperture_shape'].Value[0])
#	if plist['i_aperture_shape'].Value[0] == "image":
#		i_property_in_entity("path",plist['i_aperture_shape_image_path'].Value[0])
#	elif plist['i_aperture_shape'].Value[0] == "generated":
#		i_property_in_entity( "start_angle",plist['i_aperture_shape_generated_start_angle'].Value[0])
#		i_property_in_entity( "blade_offset",plist['i_aperture_shape_generated_blade_offset'].Value[0])
#		i_property_in_entity( "blade_curvature_radius",plist['i_aperture_shape_generated_blade_curvature_radius'].Value[0])
#		i_property_in_entity( "num_blades",plist['i_aperture_shape_generated_num_blades'].Value[0])
#	i_entity_end(plist['i_aperture_shape'].Value[0])
#	i_entity_end('aperture_shape' )

For Linux the last Indigo version is 1.0.1 (64 bits), I think it dont support camera aperture staff.

Animations

Jason, I have replaced os.system by os.popen in run_indigo.py for make animations.
This way force to Houdini to wait for Indigo in each frame.

Is easy to add a render param to indigo rop called filename (for example)
and pass it as argument to run_indigo.py file.
Later use it, with -o indigo switch, for save your frame render in that file.

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This post has been edited by vmuriel: 04 April 2008 - 06:35 AM

Victor M. Muriel
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