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Indigo v0.5 test1 and -1.#IND00 bug


 




 
Zuegs (109)Indigo v0.5 test1 and -1.#IND00 bug - 2006-05-09 11:02:13
Avatar of user Zuegs
Registered: unknown
Posts: 81

Hi Nik,

i simplified my -1.#IND00 bug scene to near the minimum. Perhaps this helps to find the reason.

When I render this scene with v0.5test1 with bidirectional MLT enabled it runs for about 30sec (2Meg mutations) then suddently scale_factor and img_av_i shows -1.#IND00 and the image turns black.


<?xml version=\"1.0\" encoding=\"utf-8\"?>
<scene>
    <renderer_settings>
        <width>800</width>
        <height>600</height>
        <metropolis>true</metropolis>
        <large_mutation_prob>0.1</large_mutation_prob>
        <max_change>0.02</max_change>
        <russian_roulette_live_prob>0.7</russian_roulette_live_prob>
        <max_depth>1000</max_depth>
        <strata_width>14</strata_width>
        <logging>true</logging>
    </renderer_settings>

    <tonemapping>
        <reinhard>
            <pre_scale>2</pre_scale>
            <post_scale>1</post_scale>
        </reinhard>
    </tonemapping>

    <camera>
        <pos>-0.318868 -1.007640 0.546665</pos>
        <up>0.027341 0.082359 0.180193</up>
        <forwards>0.055327 0.171490 -0.086776</forwards>
        <aperture_radius>0.00001</aperture_radius>
        <focus_distance>10000.00</focus_distance>
        <aspect_ratio>1.33333</aspect_ratio>
        <sensor_width>0.0184</sensor_width>
        <lens_sensor_dist>0.03</lens_sensor_dist>
    </camera>

    <material>
        <name>floor</name>
        <diffuse>
            <colour>0.802 0.802 0.802</colour>
        </diffuse>
    </material>

    <material>
        <name>glass</name>
        <specular>
            <normal_reflectance>0.326</normal_reflectance>
            <ior>1.500</ior>
            <transparent>true</transparent>
            <cauchy_b_coeff>0.000</cauchy_b_coeff>
            <rgb_absorptivity>0.041 0.008 0.012</rgb_absorptivity>
        </specular>
    </material>

    <material>
        <name>light</name>
        <diffuse>
            <colour>1.000 1.000 1.000</colour>
        </diffuse>
    </material>

    <!-- Plane.002 -->
    <mesh>
        <name>Plane.002</name>
        <embedded>
            <expose_uv_set>
                <index>0</index>
                <name>uv</name>
            </expose_uv_set>
            <vertex pos=\"1.853553 -1.146446 1.500000\" normal=\"-0.707107 0.707107 -0.000000\"/>
            <vertex pos=\"1.853554 -1.146446 -1.000000\" normal=\"-0.707107 0.707107 -0.000000\"/>
            <vertex pos=\"1.146447 -1.853553 -1.000000\" normal=\"-0.707107 0.707107 -0.000000\"/>
            <vertex pos=\"1.146446 -1.853553 1.500000\" normal=\"-0.707107 0.707107 -0.000000\"/>
            <triangle_set>
                <material_name>light</material_name>
                <tri>0 1 2</tri>
                <tri>2 3 0</tri>
            </triangle_set>
        </embedded>
    </mesh>

    <meshlight>
        <pos>0.000000 0.000000 0.000000</pos>
        <scale>1.0</scale>
        <rotation>
            <matrix>
                1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000
            </matrix>
        </rotation>
        <mesh_name>Plane.002</mesh_name>
        <peak_min>1</peak_min>
        <peak_width>1</peak_width>
        <base_value>100</base_value>
        <peak_value>100</peak_value>
    </meshlight>

    <!-- Plane.001 -->
    <mesh>
        <name>Plane.001</name>
        <embedded>
            <expose_uv_set>
                <index>0</index>
                <name>uv</name>
            </expose_uv_set>
            <vertex pos=\"1.000000 1.000000 -0.0076100\" normal=\"0.000000 0.000000 1.000000\" uv0=\"0.490000 0.550000\"/>
            <vertex pos=\"-1.000000 1.000000 -0.0076100\" normal=\"0.000000 0.000000 1.000000\" uv0=\"-1.510000 0.550000\"/>
            <vertex pos=\"-1.000000 -0.400000 -0.0076100\" normal=\"0.000000 0.000000 1.000000\" uv0=\"-1.510000 -0.850000\"/>
            <vertex pos=\"1.000000 -0.400000 -0.0076100\" normal=\"0.000000 0.000000 1.000000\" uv0=\"0.490000 -0.850000\"/>
            <triangle_set>
                <material_name>floor</material_name>
                <tri>0 1 2</tri>
                <tri>2 3 0</tri>
            </triangle_set>
        </embedded>
    </mesh>
    <model>
        <pos>-0.010000 0.050000 -0.002000</pos>
        <scale>1.0</scale>
        <rotation>
            <matrix>
                1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000
            </matrix>
        </rotation>
        <mesh_name>Plane.001</mesh_name>
    </model>

    <!-- Cube.005 -->
    <mesh>
        <name>Cube.004</name>
        <embedded>
            <expose_uv_set>
                <index>0</index>
                <name>uv</name>
            </expose_uv_set>
            <vertex pos=\"0.300000 0.250000 -0.006000\" normal=\"0.000000 0.000000 -1.000000\"/>
            <vertex pos=\"0.300000 -0.200000 -0.006000\" normal=\"0.000000 0.000000 -1.000000\"/>
            <vertex pos=\"-0.300000 -0.200000 -0.006000\" normal=\"0.000000 0.000000 -1.000000\"/>
            <vertex pos=\"-0.300000 0.250000 -0.006000\" normal=\"0.000000 0.000000 -1.000000\"/>
            <vertex pos=\"0.300000 0.250000 0.000000\" normal=\"0.000000 0.000000 1.000000\"/>
            <vertex pos=\"-0.300000 0.250000 0.000000\" normal=\"0.000000 0.000000 1.000000\"/>
            <vertex pos=\"-0.300000 -0.200000 0.000000\" normal=\"0.000000 0.000000 1.000000\"/>
            <vertex pos=\"0.300000 -0.200000 0.000000\" normal=\"0.000000 0.000000 1.000000\"/>
            <vertex pos=\"0.300000 0.250000 -0.006000\" normal=\"1.000000 -0.000000 0.000005\"/>
            <vertex pos=\"0.300000 0.250000 0.000000\" normal=\"1.000000 -0.000000 0.000005\"/>
            <vertex pos=\"0.300000 -0.200000 0.000000\" normal=\"1.000000 -0.000000 0.000005\"/>
            <vertex pos=\"0.300000 -0.200000 -0.006000\" normal=\"1.000000 -0.000000 0.000005\"/>
            <vertex pos=\"0.300000 -0.200000 -0.006000\" normal=\"-0.000000 -1.000000 -0.000015\"/>
            <vertex pos=\"0.300000 -0.200000 0.000000\" normal=\"-0.000000 -1.000000 -0.000015\"/>
            <vertex pos=\"-0.300000 -0.200000 0.000000\" normal=\"-0.000000 -1.000000 -0.000015\"/>
            <vertex pos=\"-0.300000 -0.200000 -0.006000\" normal=\"-0.000000 -1.000000 -0.000015\"/>
            <vertex pos=\"-0.300000 -0.200000 -0.006000\" normal=\"-1.000000 0.000000 -0.000015\"/>
            <vertex pos=\"-0.300000 -0.200000 0.000000\" normal=\"-1.000000 0.000000 -0.000015\"/>
            <vertex pos=\"-0.300000 0.250000 0.000000\" normal=\"-1.000000 0.000000 -0.000015\"/>
            <vertex pos=\"-0.300000 0.250000 -0.006000\" normal=\"-1.000000 0.000000 -0.000015\"/>
            <vertex pos=\"0.300000 0.250000 0.000000\" normal=\"0.000000 1.000000 0.000019\"/>
            <vertex pos=\"0.300000 0.250000 -0.006000\" normal=\"0.000000 1.000000 0.000019\"/>
            <vertex pos=\"-0.300000 0.250000 -0.006000\" normal=\"0.000000 1.000000 0.000019\"/>
            <vertex pos=\"-0.300000 0.250000 0.000000\" normal=\"0.000000 1.000000 0.000019\"/>
            <triangle_set>
                <material_name>glass</material_name>
                <tri>0 1 2</tri>
                <tri>2 3 0</tri>
                <tri>4 5 6</tri>
                <tri>6 7 4</tri>
                <tri>8 9 10</tri>
                <tri>10 11 8</tri>
                <tri>12 13 14</tri>
                <tri>14 15 12</tri>
                <tri>16 17 18</tri>
                <tri>18 19 16</tri>
                <tri>20 21 22</tri>
                <tri>22 23 20</tri>
            </triangle_set>
        </embedded>
    </mesh>
    <model>
        <pos>0.000000 0.000000 -0.002000</pos>
        <scale>1.0</scale>
        <rotation>
            <matrix>
                1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000
            </matrix>
        </rotation>
        <mesh_name>Cube.004</mesh_name>
    </model>

    <!-- Plane -->
    <mesh>
        <name>Plane</name>
        <embedded>
            <expose_uv_set>
                <index>0</index>
                <name>uv</name>
            </expose_uv_set>
            <vertex pos=\"-2.000000 0.000000 2.000000\" normal=\"0.000000 -0.000000 -1.000000\"/>
            <vertex pos=\"-1.000000 0.000000 2.000000\" normal=\"0.000000 -0.000000 -1.000000\"/>
            <vertex pos=\"-1.000000 -1.000000 2.000000\" normal=\"0.000000 -0.000000 -1.000000\"/>
            <vertex pos=\"-2.000000 -1.000000 2.000000\" normal=\"0.000000 -0.000000 -1.000000\"/>
            <triangle_set>
                <material_name>light</material_name>
                <tri>0 1 2</tri>
                <tri>2 3 0</tri>
            </triangle_set>
        </embedded>
    </mesh>
    <meshlight>
        <pos>0.000000 0.000000 0.000000</pos>
        <scale>1.0</scale>
        <rotation>
            <matrix>
                1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000
            </matrix>
        </rotation>
        <mesh_name>Plane</mesh_name>
        <peak_min>1</peak_min>
        <peak_width>1</peak_width>
        <base_value>100</base_value>
        <peak_value>100</peak_value>
    </meshlight>
</scene>
Ono-Sendai (17)Indigo v0.5 test1 and -1.#IND00 bug - 2006-05-09 16:43:58
Avatar of user Ono-Sendai
Registered: unknown
Posts: 530

Thanks Zuegs, will look into it soon.

Psor (53)Indigo v0.5 test1 and -1.#IND00 bug - 2006-05-09 18:46:20
Avatar of user Psor
Registered: unknown
Posts: 349

Hmm, ... odd bug. I've tested a lot with your scene

and it is definately the glassbox. First I played

a bit with the position of the box ... it was odd

sometimes the bug came directly, so no picture at

all and the other time it came after two minutes.

Then I changed the material and the bug just occurs

if I used dielectrics. After this I tested it without

smoothed normals ... then I removed the "uv" stuff,

nothing changed the bug is going on.

... btw, I noticed you've got some rounding errors

for some normals. I fixed the numbers but ...

... no change. :(

If there is anything more that I can do, just gimme

a wink. ;o))

take care

psor

Psor (53)Indigo v0.5 test1 and -1.#IND00 bug - 2006-05-09 19:06:28
Avatar of user Psor
Registered: unknown
Posts: 349

Ok, ... I tried to replicate your scene and thought,

hey it is rendering ... cooool. Then I noticed that

I used the background tag instead of the meshlight.

Hmm, .. so I added a meshlight(plane) to my scene

and boom ... the bug ... @#$%%!. So now I added

the background tag to your scene and removed the

meshlight ... boooom ... bug. oO

So I tried my scene again without the meshligh and it

is still rendering. So here comes my scene:


<?xml version="1.0" standalone=no>
<!--Exported from 3ds Max-->

<scene>

    <renderer_settings>
        <width>800</width>
        <height>600</height>
        <metropolis>true</metropolis>
        <large_mutation_prob>0.4</large_mutation_prob>
        <max_change>0.025</max_change>
        <russian_roulette_live_prob>0.7</russian_roulette_live_prob>
        <max_depth>1000</max_depth>
        <bidirectional>true</bidirectional>
        <strata_width>10</strata_width>
        <frame_upload_period>120</frame_upload_period>
        <halt_time>-1</halt_time>
        <logging>true</logging>
        <image_save_period>120</image_save_period>
        <save_tonemapped_exr>false</save_tonemapped_exr>
        <save_untonemapped_exr>false</save_untonemapped_exr>
    </renderer_settings>
    <background>
        <radiance>0.8 0.6 0.9</radiance>
    </background>
    
    <tonemapping>
        <reinhard>
            <pre_scale>2.0</pre_scale>
            <post_scale>1.0</post_scale>
        </reinhard>

        <colour_correction>1.0 1.0 1.0</colour_correction>
    </tonemapping>

    <camera>
        <pos>-0.689435 -1.66323 1.74352</pos>
        <up>0 0 1</up>
        <forwards>0.0401773 0.0969967 -0.106837</forwards>
        <aperture_radius>1e-006</aperture_radius>
        <focus_distance>1.49789</focus_distance>
        <aspect_ratio>1.33333</aspect_ratio>
        <sensor_width>0.36</sensor_width>
        <lens_sensor_dist>0.434558</lens_sensor_dist>
    </camera>

    <material>
        <name>floor</name>
        <diffuse>
            <colour>0.588235 0.588235 0.588235</colour>
        </diffuse>

    </material>

    <material>
        <name>glass</name>
        <specular>
            <normal_reflectance>0.05</normal_reflectance>
            <transparent>true</transparent>
            <ior>1.5</ior>
            <cauchy_b_coeff>0.0</cauchy_b_coeff>
            <rgb_absorptivity>0.00166666 0.00166666 0.00166666</rgb_absorptivity>
        </specular>
    </material>
    
        <!--object QuadPatch03 -->
    <mesh>

        <name>QuadPatch03</name>
    <embedded>
            <vertex pos="-108.935 -79.0378 0.0" normal="0.0 0.0 1.0" uv0="0.0 0.0"/>
            <vertex pos="110.309 -79.0378 0.0" normal="0.0 0.0 1.0" uv0="1.0 0.0"/>
            <vertex pos="-108.935 75.6014 0.0" normal="0.0 0.0 1.0" uv0="0.0 1.0"/>
            <vertex pos="110.309 75.6014 0.0" normal="0.0 0.0 1.0" uv0="1.0 1.0"/>
        <triangle_set>
            <material_name>floor</material_name>
            <tri>3 2 0</tri>
            <tri>0 1 3</tri>
        </triangle_set>
        </embedded>
    </mesh>
    <model>
        <pos>0 0 0</pos>
        <scale>0.01</scale>
        <normal_smoothing>true</normal_smoothing>
        <rotation>
            <matrix>
            1 0 0 0 1 0 0 0 1
            </matrix>
        </rotation>
        <mesh_name>QuadPatch03</mesh_name>
    </model>
        <!--object Box02 -->
    <mesh>

        <name>Box02</name>
    <embedded>
            <vertex pos="-60.0925 -46.0424 1.39175" normal="0.0 0.0 -1.0" uv0="0.0 0.0"/>
            <vertex pos="60.8697 -46.0424 1.39175" normal="0.0 0.0 -1.0" uv0="1.0 0.0"/>
            <vertex pos="-60.0925 47.4284 1.39175" normal="0.0 0.0 -1.0" uv0="0.0 1.0"/>
            <vertex pos="60.8697 47.4284 1.39175" normal="0.0 0.0 -1.0" uv0="1.0 1.0"/>
            <vertex pos="-60.0925 -46.0424 2.76632" normal="0.0 0.0 1.0" uv0="0.0 0.0"/>
            <vertex pos="60.8697 -46.0424 2.76632" normal="0.0 0.0 1.0" uv0="1.0 0.0"/>
            <vertex pos="-60.0925 47.4284 2.76632" normal="0.0 0.0 1.0" uv0="0.0 1.0"/>
            <vertex pos="60.8697 47.4284 2.76632" normal="0.0 0.0 1.0" uv0="1.0 1.0"/>
            <vertex pos="-60.0925 -46.0424 1.39175" normal="0.0 -1.0 0.0" uv0="0.0 0.0"/>
            <vertex pos="60.8697 -46.0424 1.39175" normal="0.0 -1.0 0.0" uv0="1.0 0.0"/>
            <vertex pos="-60.0925 47.4284 1.39175" normal="0.0 1.0 0.0" uv0="0.0 1.0"/>
            <vertex pos="60.8697 47.4284 1.39175" normal="1.0 0.0 0.0" uv0="1.0 1.0"/>
            <vertex pos="-60.0925 -46.0424 2.76632" normal="0.0 -1.0 0.0" uv0="0.0 0.0"/>
            <vertex pos="60.8697 -46.0424 2.76632" normal="0.0 -1.0 0.0" uv0="1.0 0.0"/>
            <vertex pos="-60.0925 47.4284 2.76632" normal="0.0 1.0 0.0" uv0="0.0 1.0"/>
            <vertex pos="60.8697 47.4284 2.76632" normal="1.0 0.0 0.0" uv0="1.0 1.0"/>
            <vertex pos="-60.0925 -46.0424 1.39175" normal="-1.0 0.0 0.0" uv0="0.0 0.0"/>
            <vertex pos="60.8697 -46.0424 1.39175" normal="1.0 0.0 0.0" uv0="1.0 0.0"/>
            <vertex pos="-60.0925 -46.0424 2.76632" normal="-1.0 0.0 0.0" uv0="0.0 1.0"/>
            <vertex pos="60.8697 -46.0424 2.76632" normal="1.0 0.0 0.0" uv0="1.0 1.0"/>
            <vertex pos="60.8697 47.4284 1.39175" normal="0.0 1.0 0.0" uv0="0.0 0.0"/>
            <vertex pos="60.8697 47.4284 2.76632" normal="0.0 1.0 0.0" uv0="1.0 0.0"/>
            <vertex pos="-60.0925 47.4284 1.39175" normal="-1.0 0.0 0.0" uv0="0.0 1.0"/>
            <vertex pos="-60.0925 47.4284 2.76632" normal="-1.0 0.0 0.0" uv0="1.0 1.0"/>
        <triangle_set>
            <material_name>glass</material_name>
            <tri>0 2 3</tri>
            <tri>3 1 0</tri>
            <tri>4 5 7</tri>
            <tri>7 6 4</tri>
            <tri>8 9 13</tri>
            <tri>13 12 8</tri>
            <tri>17 11 15</tri>
            <tri>15 19 17</tri>
            <tri>20 10 14</tri>
            <tri>14 21 20</tri>
            <tri>22 16 18</tri>
            <tri>18 23 22</tri>
        </triangle_set>
        </embedded>
    </mesh>
    <model>
        <pos>0 0 0</pos>
        <scale>0.01</scale>
        <normal_smoothing>false</normal_smoothing>
        <rotation>
            <matrix>
            1 0 0 0 1 0 0 0 1
            </matrix>
        </rotation>
        <mesh_name>Box02</mesh_name>
    </model>
        <!--object QuadPatch03 -->
    <mesh>

        <name>QuadPatch03</name>
    <embedded>
            <vertex pos="-108.935 75.6014 205.005" normal="0.0 -1.50996e-007 -1.0" uv0="0.0 0.0"/>
            <vertex pos="110.309 75.6014 205.005" normal="0.0 -1.50996e-007 -1.0" uv0="1.0 0.0"/>
            <vertex pos="-108.935 -79.0378 205.005" normal="0.0 -1.50996e-007 -1.0" uv0="0.0 1.0"/>
            <vertex pos="110.309 -79.0378 205.005" normal="0.0 -1.50996e-007 -1.0" uv0="1.0 1.0"/>
        <triangle_set>
            <material_name>light</material_name>
            <tri>3 2 0</tri>
            <tri>0 1 3</tri>
        </triangle_set>
        </embedded>
    </mesh>
    <!--meshlight>
        <pos>0 0 0</pos>
        <scale>0.01</scale>
        <rotation>
            <matrix>
            1 0 0 0 1 0 0 0 1
            </matrix>
        </rotation>

        <mesh_name>QuadPatch03</mesh_name>

        <peak_min>400</peak_min>
        <peak_width>300</peak_width>
        <base_value>0</base_value>
        <peak_value>200</peak_value>
    </meshlight-->
</scene>

Hope this will help to get rid of it. ;o))

take care

psor

Zuegs (109)Indigo v0.5 test1 and -1.#IND00 bug - 2006-05-10 04:38:37
Avatar of user Zuegs
Registered: unknown
Posts: 81

nik, thanks.

psor, yeah i tried to move around the object too, some times it works, some time not?!? Also by changing the FOV of the camera makes scene renderable or not. I think it\'s not the fault of the scene itself, it\'s just pointing out a quite hidden \"bug\" some where in the renderer?!?...

By the way, in my last render my PNG was good and my unmapped EXR was just black (also the file size was to small)????

Will try again ;-)

Thanks psor for help

Psor (53)Indigo v0.5 test1 and -1.#IND00 bug - 2006-05-10 10:46:28
Avatar of user Psor
Registered: unknown
Posts: 349

Hehe, ... you are very welcome Zuegs! :D :D ;)

And yes I guess it is something that the render

do not like ... bidir+light+dielectric *LOL*

;o)

take care

psor

Synthesizer (28)Indigo v0.5 test1 and -1.#IND00 bug - 2006-05-12 08:24:27
Avatar of user Synthesizer
Registered: unknown
Posts: 58

I\'ve been getting the black EXR thing too. If you really crank up the gamma, some stuff is there, so its just getting really dark. The file size is small for me too.

Neepneeperoni (119)Indigo v0.5 test1 and -1.#IND00 bug - 2006-05-21 22:19:07
Avatar of user Neepneeperoni
Registered: unknown
Posts: 109

I\'m using 0.5 test3 and I\'ve been getting the black #IND00 bug as well but I notice it especially when I use a hemi-sphere meshlight + infinite ground plane + transparent material.

I tried removing the ground plane from the scene and replacing it with a regular small plane and that seems to have solved that prob for now - (I have bi-dir turned on as well if that makes a difference to anyone?)


 
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generated:August 28, 2008, 12:06 am
Generated on August 28, 2008, 12:06 am



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