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Happy New year 2007
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giannis



Joined: 07 Jul 2005
Posts: 16
Location: Athens, Greece

PostPosted: Thu Jan 25, 2007 1:10 pm    Post subject: Reply with 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 - i am honored Smile

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... Laughing
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craouette
Site Admin


Joined: 26 Apr 2004
Posts: 652
Location: luxembourg

PostPosted: Thu Jan 25, 2007 3:52 pm    Post subject: Reply with quote

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.

Quote:
i am honored

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...

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

PostPosted: Fri Jan 26, 2007 9:38 am    Post subject: Reply with quote

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.


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 Wink
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craouette
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Joined: 26 Apr 2004
Posts: 652
Location: luxembourg

PostPosted: Fri Jan 26, 2007 10:07 am    Post subject: Reply with quote

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

PostPosted: Mon Jan 29, 2007 11:18 am    Post subject: Reply with quote

craouette wrote:

but the core is there now, I will test sse for instersection on four triangle


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
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Joined: 26 Apr 2004
Posts: 652
Location: luxembourg

PostPosted: Mon Jan 29, 2007 12:37 pm    Post subject: Reply with quote

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

PostPosted: Mon Jan 29, 2007 3:51 pm    Post subject: Reply with quote

craouette wrote:
I don't expect 4 times faster... If it is 50%, it is good enought.

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

excuse me!? SSE instruction inside C code?
hmm... i am getting obsolete... Rolling Eyes

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).

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

PostPosted: Wed Jan 31, 2007 9:28 am    Post subject: Reply with quote

Hi,

i tried Albatross 3D for some minutes now and there are some cool new features. Smile
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. Smile I will have some time on the weekend for more testing.

I still miss boolean operation. Wink

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

PostPosted: Wed Jan 31, 2007 10:00 am    Post subject: Reply with quote

Quote:
I have noticed that the "New" button is missing in the material properties dialog.

There never was one. A new material is created by copying an existing one.

Quote:

You have included Ambient Occlusion but how does it work without a ambient light or is this feature not finished?

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



Quote:

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 am doing my best. I am working currently on a beta for linux and mac.



Quote:

I will restart my german translation when you release your next milestone. I lost the overview over my files here. lol

Thanks a lot, that is very nice.


pierre
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craouette
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Joined: 26 Apr 2004
Posts: 652
Location: luxembourg

PostPosted: Fri Feb 02, 2007 7:43 am    Post subject: Reply with quote

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

    ./albatross3d

    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

PostPosted: Fri Feb 02, 2007 8:56 am    Post subject: Reply with quote

does it work for windows?
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craouette
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Joined: 26 Apr 2004
Posts: 652
Location: luxembourg

PostPosted: Fri Feb 02, 2007 9:24 am    Post subject: Reply with quote

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

PostPosted: Fri Feb 02, 2007 7:26 pm    Post subject: Reply with quote

[quote="craouette"]
Quote:


Quote:

You have included Ambient Occlusion but how does it work without a ambient light or is this feature not finished?

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




Smile 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

PostPosted: Fri Feb 02, 2007 8:19 pm    Post subject: Reply with quote

Quote:

You have included Ambient Occlusion but how does it work without a ambient light or is this feature not finished?


I don't see the link between ambient light and ambient occlusion.

Quote:

I use AO a lot so i wondered about not achieving the expected results.


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

PostPosted: Fri Feb 02, 2007 9:48 pm    Post subject: Reply with quote

Sorry, maybe i mixed something up. Embarassed Smile

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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