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giannis
Joined: 07 Jul 2005 Posts: 16 Location: Athens, Greece
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Posted: Thu Jan 25, 2007 1:10 pm Post subject: |
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i 've heard from Dimitris that you are going to use exporters from various
render engines - if i am not wrong also an exporter for kt - i am honored
i think that Albatros (what a beatiful name!) should concentrate on
modeling IMHO. One thing i know now is that no matter how good developer
you are, you can not extend an application to too many things since this
leaves gaps behind...
giannis
ps. rushing now back to fill those gaps... |
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Thu Jan 25, 2007 3:52 pm Post subject: |
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Quote: | I 've heard from Dimitris that you are going to use exporters from various
render engines - if i am not wrong also an exporter for kt |
Yes, the scripting engine is well integrated inside Albatross3D, and all export are done with it. It is possible to include parameters linked to the various objects (meshes, lights, cameras, materials, scene) and so to customize for a given renderer.
I have started for kt, but it is not finished yet.
Thanks, it is a pleasure to support kt.
Quote: | i think that Albatros (what a beatiful name!) should concentrate on
modeling IMHO. One thing i know now is that no matter how good developer
you are, you can not extend an application to too many things since this
leaves gaps behind...
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Yes, you are right. The rendering was not planed at all... but I read the articles of phantoms on DevMaster and then go to the thesis of Havran and wald and... couldn't resist.
I think the current version, with final gathering, and node based materials will be far enougth (with the compositing). i want to stay in simple, flexible and quick solution.
The name was found by my wife... I will forward your compliment to her.
pierre |
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giannis
Joined: 07 Jul 2005 Posts: 16 Location: Athens, Greece
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Posted: Fri Jan 26, 2007 9:38 am Post subject: |
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craouette wrote: |
Yes, you are right. The rendering was not planed at all... but I read the articles of phantoms on DevMaster and then go to the thesis of Havran and wald and... couldn't resist.
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oh... these papers are always hiding the true complexity!
they look so delicate and once you started programming you
see all the real dirty job ahead |
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Fri Jan 26, 2007 10:07 am Post subject: |
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Yes, soooo true.
but the core is there now, I will test sse for instersection on four triangle at the same time, implement a procedure for final gathering (that is not much), custom shaders (not usre yet if I will allows scripts and node base, or node based only or script only (with a script generation for the node based shaders)), and a few improvement here and there.
I just want to have something quick and flexible, and the modeling part opened to other rendering program for better quality/possibilities. |
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giannis
Joined: 07 Jul 2005 Posts: 16 Location: Athens, Greece
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Posted: Mon Jan 29, 2007 11:18 am Post subject: |
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craouette wrote: |
but the core is there now, I will test sse for instersection on four triangle
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i am not sure if you are going to get the x2 accel factor as Wald says...
i think they programed their stuff directly in assembly, even a good
compiler like Intel's one, won't get the job done (or at least that's my
opinion) |
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Mon Jan 29, 2007 12:37 pm Post subject: |
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I don't expect 4 times faster... If it is 50%, it is good enought.
There are not using assembly, but sse instruction into C code for the intersection function. The code can be compiled with gcc and vcc 2005 without any problem.
Wald used 4 rays intersected against 1 triangle, I plane 1 ray intersected against 4 triangles (see http://ompf.org/forum/viewtopic.php?t=294) (I have a copy of the mentionned paper if you are intressted).
pierre |
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giannis
Joined: 07 Jul 2005 Posts: 16 Location: Athens, Greece
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Posted: Mon Jan 29, 2007 3:51 pm Post subject: |
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craouette wrote: | I don't expect 4 times faster... If it is 50%, it is good enought.
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Not 4 times ofcourse. Wald argues that they got x2 speed-up.
craouette wrote: |
There are not using assembly, but sse instruction into C code
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excuse me!? SSE instruction inside C code?
hmm... i am getting obsolete...
craouette wrote: |
Wald used 4 rays intersected against 1 triangle, I plane 1 ray intersected against 4 triangles (see http://ompf.org/forum/viewtopic.php?t=294) (I have a copy of the mentionned paper if you are intressted).
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i've read the paper quite some time ago...
anyway, how is it going now? i've checked again ppModeler old versions
and i saw they do not come out very often... i think this might discourage
some users because they have the feeling of ambandonware,
don't you agree?
giannis |
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sk2k
Joined: 04 May 2006 Posts: 78
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Posted: Wed Jan 31, 2007 9:28 am Post subject: |
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Hi,
i tried Albatross 3D for some minutes now and there are some cool new features.
I have noticed that the "New" button is missing in the material properties dialog.
You have included Ambient Occlusion but how does it work without a ambient light or is this feature not finished?
The compositor is a cool thing to play with it. I plugged Bloom into it and Alb3d crashed. I will have some time on the weekend for more testing.
I still miss boolean operation.
Nice work so far and i agree with Giannis Alb3d maybe should get more updates/development betas to keep existing users happy and to attract new users to it.
I will restart my german translation when you release your next milestone. I lost the overview over my files here. lol
MfG
sk2k |
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Wed Jan 31, 2007 10:00 am Post subject: |
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Quote: | I have noticed that the "New" button is missing in the material properties dialog.
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There never was one. A new material is created by copying an existing one.
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You have included Ambient Occlusion but how does it work without a ambient light or is this feature not finished?
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No, ambient occlusion only compute, for each visible point (pixel), how much it can be reached from outside (1 meaning the point can be viewed from anywhere above (like a point on a table), 0 meaning it can't be views (the point is inside a box).
Have a look here for a better explanation:
http://en.wikipedia.org/wiki/Ambient_occlusion
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Nice work so far and i agree with Giannis Alb3d maybe should get more updates/development betas to keep existing users happy and to attract new users to it.
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I am doing my best. I am working currently on a beta for linux and mac.
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I will restart my german translation when you release your next milestone. I lost the overview over my files here. lol
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Thanks a lot, that is very nice.
pierre |
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Fri Feb 02, 2007 7:43 am Post subject: |
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Hi,
I finaly put out a beta version for linux here:
http://www.albatross3d.com/perso/wip/albatross3d_beta_install.tar.gz
Installation Instruction:
create an albatross3d directory
unzip untar in this directory.
export ALBATROSS3D_DIR=the_created_directory
In the Options->preferences menu, you should change the drawing mode from software to openGl. May be a restart is necessary after that.
If you test it, please, let me known how it is working.
pierre |
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giannis
Joined: 07 Jul 2005 Posts: 16 Location: Athens, Greece
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Posted: Fri Feb 02, 2007 8:56 am Post subject: |
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does it work for windows? |
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Fri Feb 02, 2007 9:24 am Post subject: |
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the windows link was given before:
http://www.ppmodeler.com/perso/wip/Albatross3D_setup_beta.exe
nothing new, excpet it is the first linux version in a long, long time.
I also have a X11 mac version running, but I want to go to the mac OSX version carbon version before releasing a beta. |
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sk2k
Joined: 04 May 2006 Posts: 78
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Posted: Fri Feb 02, 2007 7:26 pm Post subject: |
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[quote="craouette"] Quote: |
Quote: |
You have included Ambient Occlusion but how does it work without a ambient light or is this feature not finished?
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No, ambient occlusion only compute, for each visible point (pixel), how much it can be reached from outside (1 meaning the point can be viewed from anywhere above (like a point on a table), 0 meaning it can't be views (the point is inside a box).
Have a look here for a better explanation:
http://en.wikipedia.org/wiki/Ambient_occlusion
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I use AO a lot so i wondered about not achieving the expected results.
MfG
sk2k |
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Fri Feb 02, 2007 8:19 pm Post subject: |
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You have included Ambient Occlusion but how does it work without a ambient light or is this feature not finished?
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I don't see the link between ambient light and ambient occlusion.
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I use AO a lot so i wondered about not achieving the expected results.
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what do you mean ?
What do you want to achieve ?
I will do a video to show ambient occlusion and compositing at work...
craouette |
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sk2k
Joined: 04 May 2006 Posts: 78
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Posted: Fri Feb 02, 2007 9:48 pm Post subject: |
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Sorry, maybe i mixed something up.
In my rendering program (cybermotion 3d-designer) the ambient light is used as a virtual skydome when i activate ambient occlusion. The amount and colour of the ambient light controls the AO.
I think Carrara 5 also uses the ambient light to control AO.
MfG
sk2k |
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