Indigo Renderer 3.4.7

General News and accouncements regarding the Indigo render engine
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Pibuz
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Re: Indigo Renderer 3.4.7

Post by Pibuz » Tue Sep 18, 2012 9:50 am

..small thing I noticed: the camera shift parameter has no influence on the OpenGL preview window. Is it fixable?

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Oscar J
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Re: Indigo Renderer 3.4.7

Post by Oscar J » Wed Sep 19, 2012 1:05 am

OnoSendai wrote:
Oscar J wrote:Nice updates but...

When can we expect the "save material" feature to work in OSX? I was hoping it would be included in this release. :(
Hi Oscar,
We'll try and get this fixed next week.
Excellent, thanks.

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lycium
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Re: Indigo Renderer 3.4.7

Post by lycium » Wed Sep 19, 2012 1:50 am

Hi fbrunell,

GPU rendering is indeed unavailable from remote desktop etc, if it's the same device used to display. This doesn't really make a lot of sense to me (if it's not actually displaying anything...) but is a commonly observed issue in Windows. Perhaps this is what's making it find but not use the device.

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Re: Indigo Renderer 3.4.7

Post by OnoSendai » Wed Sep 19, 2012 5:10 am

Silmä wrote:
OnoSendai wrote:Hi Silma, I don't think ZOm-B is at the diffraction limit yet.
With f/64 you have an airy disk with the diameter of 0.03-0.06mm. On 36mm sensor that means diffraction limited resolution of about 800px.

I might have calculated that wrong, though...

The fact remains, higher f-stop means more blurring if you use aperture diffraction. Real lenses are usually sharpest around f/8, where you have balance between bokeh and diffraction.

Here's a good site about the phenomenon: http://www.cambridgeincolour.com/tutori ... graphy.htm
Hi Silmä,
I checked the maths, and it seems you're right.
So maybe Zom-B is hitting the diffraction limit. The odd thing is, that 3.4.6 isn't blurred in the same way.

Zom-B: Can you please try rendering that image again with a much wider aperture, like f/8?

Cheers!

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Zom-B
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Re: Indigo Renderer 3.4.7

Post by Zom-B » Wed Sep 19, 2012 7:12 am

OnoSendai wrote:Zom-B: Can you please try rendering that image again with a much wider aperture, like f/8?
I rendered with f/16 sinze f/8 had way to much DOF Blur to talk about sharpness ;)
The AD image is way less blured, but still a little...
Attachments
tree_f16_AD.jpg
tree_f16.jpg

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zeitmeister
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Re: Indigo Renderer 3.4.7

Post by zeitmeister » Wed Sep 19, 2012 11:23 pm

I think I've got a similar issue here.
Postpro AD is much blurrier than physical AD... plus, more glooming.
blaetter-test_indigo_02_ad_physical.jpg
AD physical
blaetter-test_indigo_02_ad_postpro.jpg
AD postpro

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Pibuz
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Re: Indigo Renderer 3.4.7

Post by Pibuz » Wed Sep 19, 2012 11:33 pm

(I personally like better the effect of the postpro AD)

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Zom-B
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Re: Indigo Renderer 3.4.7

Post by Zom-B » Thu Sep 20, 2012 12:07 am

Nice to see some optical vignetting in your render Zeiti :)

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CTZn
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Re: Indigo Renderer 3.4.7

Post by CTZn » Thu Sep 20, 2012 12:43 am

Keep in mind that the physical AD requires convergence, the gloom takes time to build up in this case.
Zom-B wrote:Nice to see some optical vignetting in your render Zeiti :)
What ? Is this an option yet ?

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Zom-B
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Re: Indigo Renderer 3.4.7

Post by Zom-B » Thu Sep 20, 2012 12:47 am

CTZn wrote:What ? Is this an option yet ?
The Glare from the Sun looks "morphed" so I thought its "in" already... and activated by default.. but: thinking != knowing

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zeitmeister
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Re: Indigo Renderer 3.4.7

Post by zeitmeister » Thu Sep 20, 2012 12:59 am

It is indeed already automatically implemented if you choose physical AD!

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CTZn
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Re: Indigo Renderer 3.4.7

Post by CTZn » Thu Sep 20, 2012 1:05 am

zeitmeister wrote:It is indeed already automatically implemented if you choose physical AD!
Is it !? Cool, I'll have to test that.

Reality beats fiction then !

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Re: Indigo Renderer 3.4.7

Post by OnoSendai » Thu Sep 20, 2012 1:06 am

zeitmeister wrote:It is indeed already automatically implemented if you choose physical AD!
It is?

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Re: Indigo Renderer 3.4.7

Post by suvakas » Thu Sep 20, 2012 2:40 am

AD is not saved to final PNG when Indigo gets closed.

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zeitmeister
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Re: Indigo Renderer 3.4.7

Post by zeitmeister » Thu Sep 20, 2012 4:27 am

Uhm... working here, working here ...?

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