Sunday, 2007-05-13

*** cgTobi sets mode: +v render00:54
cgTobiping01:50
ShortWavepong01:54
ShortWave'sup tobi?01:54
cgTobinothing....I'm bored01:54
ShortWavebummer01:55
cgTobiwanted to check if someone is around :)01:55
cgTobihow is it going01:55
*** scorp007 has joined #aqsis01:55
cgTobi?01:55
ShortWaveit's going01:55
ShortWaveplanning trips01:55
scorp007hi01:55
cgTobicool01:55
cgTobihi scorp00701:55
ShortWavehey scorp01:55
ShortWaveplus I'm doing some Neqsus hacking01:55
cgTobiwhere to if you don't mind me asking?01:55
ShortWaveI'm brainstorming my ass off here01:55
ShortWaveThe bahamas, and conneticut01:55
cgTobicool. that reminds me that I could/should do something usefull too... but I don't feel like atm. I have a bit of a cold :/01:56
ShortWaveoh you should rest01:56
scorp007hmm -- does anyone know how renderman catmull-clark Subdivision mesh works? I understand it smoothes out the polygons you pass, but does it interpolate the normals to make them smooth, too01:56
scorp007?01:56
ShortWavealways rest when you have a cold, you get better faster01:56
cgTobiseperate trips that are, I guess01:56
cgTobiwell, I have to work, though. But its quite calm atm01:57
scorp007because what happens in my mesh, is that the normals looks exactly like they did on the un-smoothed mesh, with Subdiv on.01:57
scorp007which gives it a very rigid look, even though the mesh is smooth01:57
scorp007but when I add a "mesh smooth" modifier in 3ds max, and then render it, it looks much nicer.01:58
scorp007and it looks as though the normals are incorrect in the pure subdiv surface...01:58
ShortWavehrm01:59
scorp007note, this is with 3delight, so it's not a bug in aqsis or anything...01:59
scorp007just wondering if I am using them incorrectly01:59
ShortWaveok so01:59
ShortWaveExplain that first sentence01:59
ShortWavethe "normals look exactly like they did"01:59
*** cgTobi sets mode: +v scorp00702:00
scorp007well, I would think that, since the polygons are smoothly interpolated, so should the normals, to reflect the new subdivision polygons02:00
ShortWavewell02:00
ShortWavethat's the question, really02:00
scorp007yet they seem to look like the normals from the original PointsPolygons mesh02:00
ShortWavebecause there's no way to tell how it's exporting it02:01
ShortWavewell02:01
scorp007no, I am doing the exporting02:01
ShortWavehow are you doing the exporting?02:01
ShortWaveThe question is...02:01
ShortWavewhen you export, are normals being exported when it's subdivided or not?02:01
scorp007i.e. when I export the unsmoothed mesh I pass "PointsPolygons", and if I want a subdiv, I just substitute it with "SubdivisionMesh "catmull-clark""02:01
ShortWaveah02:02
scorp007no, the original mesh's normals, as it is only subdivided at render time.02:02
ShortWaveand you say "you pass"02:02
ShortWaveyou mean you actually edit the file?02:02
ShortWaveor you're writing an exporter?02:02
scorp007well, I wrote the exporter...02:02
ShortWaveOk that's the question then02:02
ShortWavenormal smoothing is one thing, subdivision is different02:03
ShortWavewhy it looks the same, I'm not so sure about...I'd need to see what you're doing02:04
scorp007yeah, but I'd expect it to smooth the normals for me, as it does the mesh?02:04
scorp007I can make some screenshots visualising the normals02:04
ShortWaveThe way I do it for Blender, I actually have two seperate procedures that I call if I'm using pointsPolygons vs. subdivision02:05
scorp007and what is the difference between them?02:05
scorp007I thought the only thing i needed to modify was the request02:06
ShortWaveare you looking at any kind of creasing?02:07
scorp007nope02:07
ShortWavehow are you declaring N?02:07
ShortWave"facevarying normal"?02:07
scorp007nope, only the basic "N" in this case.02:07
ShortWaveok so you're only doing the vertex normal one then02:08
scorp007yep02:08
* scorp007 is making some comparison shots02:08
ShortWavewell it seems I did it for a reason, but I can't remember why02:12
ShortWaveri.RiSubdivisionMesh("catmull-clark", nverts, vertids, tags, nargs, intargs, floatargs, params)02:12
ShortWavethat's my call for subdiv messhes02:12
scorp007here we go: http://img144.imageshack.us/img144/6227/normalssmoothyb6.jpg02:12
ShortWaveri.RiPointsGeneralPolygons(nfaces*[1], nverts, vertids, params)02:12
ShortWavethat's my pointsPolygons call02:13
scorp007what language is this?02:13
ShortWavePython02:13
ShortWaveand CgKit02:13
scorp007hmm, so are you passing anything different in terms of normals to the two calls?02:14
scorp007notice on the picture how the normals look the same on the first two images, but the last is much smoother.02:14
scorp007yet it's not even a SubdivisionMesh at all02:14
ShortWaveThat's what I'm looking at now02:15
scorp007brb, breakfast02:15
scorp007(feel free to leave your thoughts here, I'll read when I get back)02:16
ShortWavehrm, well02:19
ShortWavedoesn't seem like I do much different02:20
scorp007back02:38
scorp007I can give you the rib to try if you want02:40
scorp007see what output you get02:40
ShortWaveI don't know what good that would do02:40
ShortWaveI'd actually want to see the exporter source code02:40
ShortWavetell the story better I'd think02:40
scorp007well, perhaps to see if there are differences in the final result...02:41
scorp007I can show you the maxscript that exports the normals, but I don't know how useful it will be02:41
scorp007wow, rendering the result in aqsis looks way different02:42
scorp007potentially buggy02:42
scorp007essentially, what I do, is go through each vert, get its normals, and spit it out to the rib.02:43
ShortWavewell that's what I do02:44
ShortWaveI'd love to see the maxscript tho02:44
scorp007http://rafb.net/p/uEfAHg66.html02:44
ShortWavehrm02:45
scorp007I haven't actually rendered this with aqsis, as I have a debug build, and its very slow. I wouldn't mind seeing the output of the final render02:48
scorp007but the incomplete results looked way off...02:49
*** render has quit IRC03:33
*** |rt| has quit IRC04:07
*** scorp007 has quit IRC04:07
*** scorp007 has joined #aqsis04:07
*** |rt| has joined #aqsis04:07
*** irc.freenode.net sets mode: +vv scorp007 |rt|04:07
*** |rt| has quit IRC04:13
*** scorp007 has quit IRC04:13
*** ShortWave has quit IRC04:13
*** joeedh_sleep has quit IRC04:13
*** Sh0rtWave has quit IRC04:13
*** timo2 has quit IRC04:13
*** Auralis has quit IRC04:13
*** tcolgate has quit IRC04:13
*** |rt| has joined #aqsis04:14
*** scorp007 has joined #aqsis04:14
*** ShortWave has joined #aqsis04:14
*** joeedh_sleep has joined #aqsis04:14
*** irc.freenode.net sets mode: +vvvv |rt| scorp007 ShortWave joeedh_sleep04:14
*** Sh0rtWave has joined #aqsis04:14
*** irc.freenode.net sets mode: +v Sh0rtWave04:14
*** ChanServ sets mode: -o cgTobi04:14
*** tcolgate has joined #aqsis04:14
*** irc.freenode.net sets mode: +v tcolgate04:14
*** timo2 has joined #aqsis04:15
*** Auralis has joined #aqsis04:15
*** irc.freenode.net sets mode: +vv timo2 Auralis04:15
scorp007hmm04:15
scorp007anyone awake?04:36
cgTobijupp04:53
cgTobi:)04:53
*** ChanServ sets mode: +o cgTobi04:53
scorp007hi. I'm having some wierd rendering artifacts when rendering subdivision surfaces, as descired here: http://www.aqsis.org/xoops/modules/newbb/viewtopic.php?topic_id=1436&start=0#forumpost774604:54
*** cgTobi has quit IRC05:03
ShortWaveshoe me a wireframe05:08
ShortWaveerr05:08
ShortWaveshow me a wireframe05:08
ShortWaveThose artifacts make me think you've got "extraordinary verts" going on05:09
ShortWavei.e. where you might have a vert with more than 4 edges coming into it05:09
*** cgTobi has joined #Aqsis05:11
scorp007http://img134.imageshack.us/img134/1656/head1wirebb5.jpg05:11
*** ChanServ sets mode: +o cgTobi05:11
cgTobiprman renders are on their way05:11
scorp007ok, cool :)05:12
ShortWaveyup05:12
ShortWavethat's your problem05:12
scorp007hmm05:12
scorp007what exactly?05:13
ShortWaveok, so compare your Aqsis renders to your wireframe05:13
ShortWaveand note that everywhere there's an artifact05:13
ShortWaveyou've got a vert with 5 edges05:13
cgTobipixie is wrong btw IMHO05:13
ShortWavefor instance, at the corner of the eye05:13
ShortWaveyeah, pixie looks wrong05:13
ShortWaveToo much smoothing or something05:14
scorp007hmm? So I'm not allowed to have verts with 5 edges?05:14
ShortWavewell technically05:14
ShortWavethat's considered an "extraordinary vert"05:15
ShortWavesubdivision surfaces need to be able to form a UV coordinate system05:15
cgTobireplied on the forum05:16
scorp007hmm, PRMan looks just like 3delight :)05:17
cgTobisurprise surprise :)05:17
scorp007heh05:17
ShortWaveGeometrically, it seems that Aqsis is closer to 3Delight than pixie is.05:18
scorp007then it definitely must be my user error05:18
ShortWavewell at the moment05:18
ShortWaveit's a modelling error05:18
ShortWaveIt's not technically a bug I don't think causing your issue05:19
ShortWaveyou might try getting rid of those extra edges05:19
scorp007thats what I mean.. but damn.. it must be hard to have no verts with more or less than 4 edges05:19
scorp007cgTobi, at MPC, do you guys usually use polygonal models in shots?05:20
cgTobiwell, welcome to poly modeling land :D and wait 'till it gets to animate these polys05:20
scorp007if so, did you happen to have a look at them? Were there any such problems like with my model?05:20
ShortWaveyes05:21
cgTobiscorp007: I can't tell for sure, but I think most things are done with polys nowadays since its easier to model than nurbs05:21
ShortWavelook at the corner of the eye05:21
ShortWavejust wait, I'll show you what the issue is.05:22
scorp007ShortWave, ok, looking.05:22
cgTobiscorp007: to be honest I never had a model on my screen for further inspection.05:22
scorp007cgTobi, heh. I wonder if you're artists take extra care to ensure their meshes have no extraordinary verts...05:22
scorp007s/you're/your/g05:23
scorp007what if a vert has 3 edges?05:24
cgTobiThere usually is always a way around it. But to be honest, I haven't modeled for quite a while now.05:27
ShortWaveok here you are05:27
cgTobiand I've never been an expert anyway05:27
cgTobi:)05:27
ShortWavehttp://www.stormwind-studios.com/Misc/SubDivExample.png05:28
cgTobieven though these arifacts shouldn't appear, I think05:29
ShortWaveThey shouldn't05:29
ShortWavebut tcolgate explained it05:29
scorp007ShortWave, ah, ok. I see the correlation05:30
ShortWaveI noticed it with Neqsus and asked and he said "extraordinary verts. Aqsis wants to create a UV coordinate system, but can't. Other renderers allow it by smoothing it over, but we don't do that because <insert justification>"05:30
cgTobiIC05:31
scorp007ShortWave, does it only happen with subdivision surfaces? And does it only happen with numEdges != 4 ?05:31
ShortWavethat's what I hear05:32
ShortWavetho you nothing's stopping you from experimentation05:32
scorp007well.. I want a clean render.. I'm resorting to mental ray for now, heh05:32
ShortWaveI would presume that you have to have 4 edges for internal verts and 3 for edge verts (and of course 2 for corners)05:32
scorp007it has nice SSS shaders05:32
cgTobioff home08:18
cgTobicya08:18
*** cgTobi has quit IRC08:18
*** scorp007 has quit IRC08:24
*** joeedh_sleep is now known as joeedh08:52
*** cgTobi has joined #Aqsis09:06
*** ChanServ sets mode: +o cgTobi09:06
*** Anteru has joined #aqsis09:36
*** AlexK has joined #aqsis10:22
*** joeedh has quit IRC10:24
*** Anteru has quit IRC10:49
*** Anteru has joined #aqsis11:57
*** Aleqs has joined #aqsis12:01
*** ChanServ sets mode: +o Aleqs12:01
*** renderguy has joined #aqsis12:03
renderguyAfternoon all.12:03
*** render has joined #aqsis12:04
renderguyOne for the logs: Just posted about our new framebuffer work on the blog, enjoy - http://aqsis.blogspot.com12:04
*** Anteru has joined #aqsis12:04
renderguyGotta shoot now, might be back later.12:05
*** renderguy has quit IRC12:05
*** Anteru has quit IRC12:12
*** |rt| has quit IRC12:44
*** Anteru has joined #aqsis13:04
*** c42f has joined #aqsis13:46
c42fHi guys13:47
*** Anteru has quit IRC14:52
*** AlexK is now known as AlexK_afk15:03
*** c42f has quit IRC15:41
*** Anteru has joined #aqsis17:07
*** cgTobi sets mode: +vvv AlexK_afk Anteru render17:18
*** Anteru has quit IRC18:32
*** pgregory has joined #aqsis19:31
*** ChanServ sets mode: +o pgregory19:31
*** pgregory has quit IRC20:26
*** ShrtWveMac has joined #aqsis20:35
*** ShrtWveMac has left #aqsis20:41
*** AlexK_afk has quit IRC21:22
*** cgTobi has quit IRC21:32
*** render has quit IRC21:52
*** cgTobi has joined #Aqsis22:38
*** ChanServ sets mode: +o cgTobi22:38
cgTobievening all22:43
*** render has joined #aqsis23:04

Generated by irclog2html.py 2.5 by Marius Gedminas - find it at mg.pov.lt!