sorry my mistake!Zom-B wrote:you should check the right subforum dude: http://www.indigorenderer.com/forum/vie ... =9&t=11300
Search found 24 matches
- Mon Dec 26, 2011 2:15 am
- Forum: Bugs and Requests
- Topic: Indigo Live for 3ds Max
- Replies: 2
- Views: 2652
Re: Indigo Live for 3ds Max
- Sun Dec 25, 2011 11:15 pm
- Forum: Bugs and Requests
- Topic: Indigo Live for 3ds Max
- Replies: 2
- Views: 2652
Indigo Live for 3ds Max
hello once again!
Octane render fully integrated into 3ds Max just like Vray.
Fryrender and Arion render are next.
Any chance for Indigo to be LIVE?
Octane render fully integrated into 3ds Max just like Vray.
Fryrender and Arion render are next.
Any chance for Indigo to be LIVE?
- Wed Nov 23, 2011 3:22 am
- Forum: Bugs and Requests
- Topic: GPU+CPU support for Bi-directional mode
- Replies: 21
- Views: 16065
Re: GPU+CPU support for Bi-directional mode
As for "true light simulation", if we restrict ourselves to Classical Geometric Optics (no quantum phenomena, no interference etc.), then Indigo is pretty much correct. Thanks for the link i dont read that before. This classical Observation is nearly same as my own observation. However there is one...
- Wed Nov 23, 2011 3:02 am
- Forum: Bugs and Requests
- Topic: GPU+CPU support for Bi-directional mode
- Replies: 21
- Views: 16065
Re: GPU+CPU support for Bi-directional mode
Googog, With all due respect to your observations, please educate yourself before posting! There are people that would somewhat disagree with what you observe as the real world behavior of light. Such are for example Richard Feynman who has received a nobel price for his work in the area of Quantum...
- Tue Nov 22, 2011 5:40 am
- Forum: Bugs and Requests
- Topic: GPU+CPU support for Bi-directional mode
- Replies: 21
- Views: 16065
Re: GPU+CPU support for Bi-directional mode
They also seem to think SPPM is unbiased :roll: Recently I made a joke-post on Reddit about how people (incorrectly) seem to think that anything with noise/randomisation is unbiased, which is applicable here: http://www.reddit.com/r/computergraphics/comments/k1mre/unbiased_ray_tracing_in_the_spirit...
- Tue Nov 22, 2011 5:07 am
- Forum: Bugs and Requests
- Topic: GPU+CPU support for Bi-directional mode
- Replies: 21
- Views: 16065
Re: GPU+CPU support for Bi-directional mode
Also i want invisible Light emitters features in Indigo render just like maxwell render 
- Tue Nov 22, 2011 4:46 am
- Forum: Bugs and Requests
- Topic: GPU+CPU support for Bi-directional mode
- Replies: 21
- Views: 16065
Re: GPU+CPU support for Bi-directional mode
Hello,Zom-B wrote:Seems you mixed up here something, but I'm open for any proof: link?!
As a prove here is the link for Lux Render 0.9 new features!
http://www.luxrender.net/wiki/New_in_0-9
I hope you will believe now "Nothing is impossible"
- Mon Nov 21, 2011 7:35 am
- Forum: Bugs and Requests
- Topic: GPU+CPU support for Bi-directional mode
- Replies: 21
- Views: 16065
GPU+CPU support for Bi-directional mode
Hello guys!
When we gonna have GPU accelerated bi-directional Path tracing support in Indigo render.
Because up coming Lux Render version 0.9 has support for GPU accelerated Bi-directional path tracing.
When we gonna have GPU accelerated bi-directional Path tracing support in Indigo render.
Because up coming Lux Render version 0.9 has support for GPU accelerated Bi-directional path tracing.
- Thu Jun 16, 2011 12:25 pm
- Forum: Indigo News and Announcements
- Topic: Indigo Renderer 3.0 and Indigo RT
- Replies: 122
- Views: 87292
Re: Indigo Renderer 3.0 and Indigo RT
Nice to here!
Good luck for the update.We are waiting for it. And yes please make update free also for trial users.
Good luck for the update.We are waiting for it. And yes please make update free also for trial users.
- Thu Jun 16, 2011 2:04 am
- Forum: Indigo News and Announcements
- Topic: Indigo Renderer 3.0 and Indigo RT
- Replies: 122
- Views: 87292
Re: Indigo Renderer 3.0 and Indigo RT
Question is why not support other rendering modes with GPU+CPU? Thats not a "choice" of the Glare devs, but simply a technical limitation atm. Doing MLT on the GPU is "State-of-the-Art" at the moment and only available in experimental branches of some render engines around. Its simply not robust en...
- Thu Jun 16, 2011 12:55 am
- Forum: Indigo News and Announcements
- Topic: Indigo Renderer 3.0 and Indigo RT
- Replies: 122
- Views: 87292
Re: Indigo Renderer 3.0 and Indigo RT
I have done some tests with indigo 3.0 trial. And i like it very much. Question is why not support other rendering modes with GPU+CPU? Also path tracing really worked well with GPU+CPU. I have 1 image which takes 8 hrs to render on my pc in indigo 2.0. In indigo 3.0 it takes 5 hrs nice job! It has a...
- Thu Apr 21, 2011 10:23 pm
- Forum: Materials
- Topic: Glass Material with Low specular highlights
- Replies: 13
- Views: 8244
Re: Glass Material with Low specular highlights
Effect in the real pic clearly comes from the fact that the brown rusty color in on the inner side of the bottle. Outer surface is neater, only slightly bumpy. So to reach the effect, you need to combine two materials sharing the same medium. Here is my try which i was working on more then 5 days: ...
- Thu Apr 21, 2011 9:55 pm
- Forum: Materials
- Topic: Glass Material with Low specular highlights
- Replies: 13
- Views: 8244
Re: Glass Material with Low specular highlights
Effect in the real pic clearly comes from the fact that the brown rusty color in on the inner side of the bottle. Outer surface is neater, only slightly bumpy. So to reach the effect, you need to combine two materials sharing the same medium. Thanks but i know of other way to use your material and ...
- Thu Apr 21, 2011 6:18 am
- Forum: Materials
- Topic: Glass Material with Low specular highlights
- Replies: 13
- Views: 8244
Re: Glass Material with Low specular highlights
This material is looking good but not as old as in real pic. Anyway thanks for thatgalinette wrote:http://www.indigorenderer.com/materials/materials/895
- Fri Apr 15, 2011 3:07 am
- Forum: Materials
- Topic: Why Liquids render so dark inside glass with BidrPT
- Replies: 6
- Views: 4656
Re: Why Liquids render so dark inside glass with BidrPT
well thanks i did it alreadyZom-B wrote:You have to do the math by your own mate, if your glass is 100cm tall then downsize it or switch to mm.Googog Mogog wrote:My 3Ds Max space is set to CM by default should i change it to inches for my glass?