Indigo Renderer 3.4.2

General News and accouncements regarding the Indigo render engine
User avatar
OnoSendai
Developer
Posts: 6243
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: Indigo Renderer 3.4.2

Post by OnoSendai » Thu Jun 28, 2012 12:36 am

Hi Matt,
Yes, that should work fine.

User avatar
lycium
Posts: 1216
Joined: Wed Sep 12, 2007 7:46 am
Location: Leipzig, Germany
Contact:

Re: Indigo Renderer 3.4.2

Post by lycium » Thu Jun 28, 2012 12:37 am

Please update your GPU drivers before trying, absolutely crucial!

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: Indigo Renderer 3.4.2

Post by CTZn » Thu Jun 28, 2012 12:41 am

lycium wrote:Please update your GPU drivers before trying, absolutely crucial!
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.

Get not fooled and do as lycium says !

MattMR2
Posts: 28
Joined: Sun Sep 24, 2006 4:28 am

Re: Indigo Renderer 3.4.2

Post by MattMR2 » Thu Jun 28, 2012 12:48 am

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...

FakeShamus
Posts: 512
Joined: Wed May 02, 2007 11:34 am

Re: Indigo Renderer 3.4.2

Post by FakeShamus » Tue Jul 03, 2012 6:30 am

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?

User avatar
galinette
1st Place Winner
Posts: 923
Joined: Sat Jan 09, 2010 1:39 am
Location: Nantes, France
Contact:

Re: Indigo Renderer 3.4.2

Post by galinette » Tue Jul 03, 2012 9:23 am

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?
Add some displacement! Bump/normalmap is a quite ugly and hack, that looks right only if not pushed too much... Unfortunately.

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: Indigo Renderer 3.4.2

Post by CTZn » Tue Jul 03, 2012 12:14 pm

Otherwise that's correct, the settings for normal maps are gain=1.0 and gamma=1.0, I went the same way.

User avatar
galinette
1st Place Winner
Posts: 923
Joined: Sat Jan 09, 2010 1:39 am
Location: Nantes, France
Contact:

Re: Indigo Renderer 3.4.2

Post by galinette » Tue Jul 03, 2012 8:32 pm

Sure, using any gamma other than 1.0 is ugly, as it will make the "undisplaced" value (ie RGB=128/128/255) displaced.

Etienne

FakeShamus
Posts: 512
Joined: Wed May 02, 2007 11:34 am

Re: Indigo Renderer 3.4.2

Post by FakeShamus » Wed Jul 04, 2012 3:58 am

CTZn wrote:Otherwise that's correct, the settings for normal maps are gain=1.0 and gamma=1.0, I went the same way.
that's what I thought, thanks!

User avatar
pixie
Indigo 100
Posts: 2345
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
3D Software: Cinema 4D
Contact:

Re: Indigo Renderer 3.4.2

Post by pixie » Thu Jul 05, 2012 12:30 am

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
BiDirPT.jpg
MLT
BiDirMLT.jpg

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: Indigo Renderer 3.4.2

Post by CTZn » Thu Jul 05, 2012 12:50 am

Wich points me to the IGI merging feature available through the command line:

Code: Select all

indigo_console --merge_igi [igi_list] out.igi
Merges the IGI files listed in igi_list (one per line) into out.igi. How nice is that !?

User avatar
pixie
Indigo 100
Posts: 2345
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
3D Software: Cinema 4D
Contact:

Re: Indigo Renderer 3.4.2

Post by pixie » Thu Jul 05, 2012 8:24 am

CTZn wrote:Wich points me to the IGI merging feature available through the command line:

Code: Select all

indigo_console --merge_igi [igi_list] out.igi
Merges the IGI files listed in igi_list (one per line) into out.igi. How nice is that !?
Niiiice! xD
hybrid.jpg

User avatar
PureSpider
Posts: 1459
Joined: Tue Apr 08, 2008 9:37 am
Location: Karlsruhe, BW, Germany
Contact:

Re: Indigo Renderer 3.4.2

Post by PureSpider » Fri Jul 06, 2012 1:18 am

Does that command do spp-weighted merging?

User avatar
lycium
Posts: 1216
Joined: Wed Sep 12, 2007 7:46 am
Location: Leipzig, Germany
Contact:

Re: Indigo Renderer 3.4.2

Post by lycium » Fri Jul 06, 2012 1:35 am

Yes, it does it correctly :)

Voytech
Posts: 236
Joined: Thu Oct 06, 2011 8:57 am

Re: Indigo Renderer 3.4.2

Post by Voytech » Fri Jul 06, 2012 5:12 am

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

Post Reply
60 posts

Who is online

Users browsing this forum: No registered users and 12 guests