Indigo Renderer 3.4.2
Re: Indigo Renderer 3.4.2
Hi Matt,
Yes, that should work fine.
Yes, that should work fine.
Re: Indigo Renderer 3.4.2
Please update your GPU drivers before trying, absolutely crucial!
Re: Indigo Renderer 3.4.2
Quoted for truth ! I remember that Indigo was the only GPU-able application that was not functioning until I updated the board drivers. Games, 3d apps were running smoothly but Indigo really required the update, plain and simple.lycium wrote:Please update your GPU drivers before trying, absolutely crucial!
Get not fooled and do as lycium says !
Re: Indigo Renderer 3.4.2
Hi OnoSendai,
Thanks for your answer !!! You're the first render engine that support it correctly... Cycle still has problem (less fast) and Octane ( Kepler version ) are not fast than the standard version. Hope nvidia will release driver and DEV kit to solve this ;)
Thanks again for your answer.
Matt
PS : Already have the lastest driver... just waiting my new card... snifff...
Thanks for your answer !!! You're the first render engine that support it correctly... Cycle still has problem (less fast) and Octane ( Kepler version ) are not fast than the standard version. Hope nvidia will release driver and DEV kit to solve this ;)
Thanks again for your answer.
Matt
PS : Already have the lastest driver... just waiting my new card... snifff...
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Re: Indigo Renderer 3.4.2
Am I right in assuming that the only correct settings for a normal map would be exponent (gamma) =1 and a b-value of 1? going higher than 1 seems to create a weird, artificially dark look to the whole object. is there any way to "deepen" the effect of the map in a natural way without the shading getting funky?
Re: Indigo Renderer 3.4.2
Add some displacement! Bump/normalmap is a quite ugly and hack, that looks right only if not pushed too much... Unfortunately.FakeShamus wrote:Am I right in assuming that the only correct settings for a normal map would be exponent (gamma) =1 and a b-value of 1? going higher than 1 seems to create a weird, artificially dark look to the whole object. is there any way to "deepen" the effect of the map in a natural way without the shading getting funky?
Re: Indigo Renderer 3.4.2
Otherwise that's correct, the settings for normal maps are gain=1.0 and gamma=1.0, I went the same way.
Re: Indigo Renderer 3.4.2
Sure, using any gamma other than 1.0 is ugly, as it will make the "undisplaced" value (ie RGB=128/128/255) displaced.
Etienne
Etienne
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Re: Indigo Renderer 3.4.2
that's what I thought, thanks!CTZn wrote:Otherwise that's correct, the settings for normal maps are gain=1.0 and gamma=1.0, I went the same way.
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Re: Indigo Renderer 3.4.2
BiDir MLT goes on par with BiDir PT so it seems, there are parts of the picture that one is better and vice versa.
PT MLT
PT MLT
Re: Indigo Renderer 3.4.2
Wich points me to the IGI merging feature available through the command line:
Merges the IGI files listed in igi_list (one per line) into out.igi. How nice is that !?
Code: Select all
indigo_console --merge_igi [igi_list] out.igi
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Re: Indigo Renderer 3.4.2
Niiiice! xDCTZn wrote:Wich points me to the IGI merging feature available through the command line:
Merges the IGI files listed in igi_list (one per line) into out.igi. How nice is that !?Code: Select all
indigo_console --merge_igi [igi_list] out.igi
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Re: Indigo Renderer 3.4.2
Does that command do spp-weighted merging?
Re: Indigo Renderer 3.4.2
Yes, it does it correctly 

Re: Indigo Renderer 3.4.2
Could you make that function work within the GUI instead of console only?lycium wrote:Yes, it does it correctly :)
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