Indigo 1.1.14

General News and accouncements regarding the Indigo render engine
User avatar
Phr0stByte
Posts: 395
Joined: Wed Nov 22, 2006 5:07 am
Location: Centreville, VA
Contact:

Post by Phr0stByte » Sat Nov 08, 2008 12:44 am

Pinko5
Yeah - I have not done an indigo render in a long, long time. I have been very busy a Vray beta tester (Vray for Maya is coming, people!).

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

Post by PureSpider » Sat Nov 08, 2008 1:13 am

pixie wrote:In Portugal it would only be 4.8 billion polygons :p
Thats what I told him! :D

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Sat Nov 08, 2008 8:50 pm

Woot thx :D I really wonder what the clay test had to do with this, though...

pixie wrote:In Portugal it would only be 4.8 billion polygons :p
yeah, here too ^^
Seems to be an interesting way to render fabrics xD

User avatar
Pinko5
Posts: 497
Joined: Mon Feb 19, 2007 8:15 pm
Location: Italy

Post by Pinko5 » Sat Nov 08, 2008 9:30 pm

i am not interest to commercial software Phrost ;)
Luca. ;)

pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

Post by pxl666 » Tue Nov 11, 2008 7:33 am

fused wrote: exactly 160.000 instances, each 28.05 million polygons.
making a total of 4.889.187.200.000 polygons (4.8 trillion polygons).
fused .... out f*king standing test!!!! i dont know much about polycounts in real "industry" class renders but this seems unbelievable...

okay - fused - can u tell more about memory usage for export and rendering? and can these instances be of differenst positions? for example grass or stones? sorry if these questions are dumb...

User avatar
fused
Developer
Posts: 3648
Joined: Fri Sep 22, 2006 7:19 am
Location: Berlin, Germany
3D Software: Cinema 4D

Post by fused » Tue Nov 11, 2008 8:28 am

pxl666 wrote:fused .... out f*king standing test!!!! i dont know much about polycounts in real "industry" class renders but this seems unbelievable...

okay - fused - can u tell more about memory usage for export and rendering? and can these instances be of differenst positions? for example grass or stones? sorry if these questions are dumb...
thank you :)

memory usage in rendering was <3gb. i cant tell you much about the memory usage while exporting but it can not have been much, because the mesh was only referenced in c4d, not loaded.

all kinds of objects can be instanced. instances can vary in position, rotation, scale and also material (if you override the material, this is not supported by cindigo yet).

User avatar
{}__{}
Posts: 1
Joined: Fri Oct 24, 2008 5:43 am

Post by {}__{} » Wed Nov 12, 2008 6:49 pm

Setting halt time to 60.00000 s
Building Mesh '1'...
24 vertices (576 B)
12 triangles (336 B)
Couldn't find matching cached tree file, rebuilding tree...
Building kd-tree...
Calcing root AABB.
Done.
Root AABB min: (-27.414200,-27.414200,0.000000)
Root AABB max: (27.414200,27.414200,54.828300)
max tree depth: 62
0/32 nodes at depth 5 built.
1/32 nodes at depth 5 built.
total nodes used: 14 (112 B)
total leafgeom size: 12 (48 B)
Allocing intersect triangles...
intersect_tris mem usage: 576 B
Total tree mem usage: 736 B
Saving tree to 'tree_cache\2485792887.tre'...
Done.
Done Building Mesh '1'. (Time taken: 0.10696 s)
Light luminous flux: 1046705.67612 lm
Building Object Tree...
3 objects.
calcing root AABB.
AABB: (-24.999987, -24.999987, -24.999987), (24.999987, 24.999987, 24.999987)
max tree depth: 5
reserving N nodes: 3(24 B)
total nodes used: 1 (8 B)
total leafgeom size: 3 (12 B)
Finished building tree.
AutoFocus: setting camera focus distance to 2.04385 m.
Num buffer layers: 1
Master buffer size: 14.165 MB
Settings:
Frame upload period: 40.00000 s
Image save period: 60.00000 s
Splat filter: mn_cubic, blur=0.60000, ring=0.20000
Downsize filter: Gaussian, standard deviation=0.35000, support radius=1.68900
Render region: false
Supersample factor: 2
Metropolis: true
Bidirectional: true
Hybrid: false
Ray origin nudge distance: 0.00010 m
Aperture diffraction: false
Post-process diffraction: true
Auto setting number of threads to 4.
Finished initialisation
Starting threads... (num threads: 4)
Display took 1.11034 s
Total render time elapsed: 1 m, 1 s
Done 25060000.00000 samples (81.57552 samples per pixel)
409293.17365 samples / second (2.44324 micro-seconds / sample)
Done 25060000.00000 samples (81.57552 samples per pixel)
409251.63670 samples / second (2.44348 micro-seconds / sample)
Image
Setting halt time to 60.00000 s
Building Mesh '1'...
24 vertices (576 B)
12 triangles (336 B)
BVH::build()
Calcing root AABB.
Done.
Root AABB min: (-27.414200,-27.414200,0.000000)
Root AABB max: (27.414200,27.414200,54.828300)
Sorting...
Done (0.00003 s).
Allocating intersect triangles...
Done. Intersect_tris mem usage: 432 B
Build Stats:
Total nodes used: 64 (4.000 KB)
Total tri indices used: 16 (64 B)
Num sub threshold leaves: 62
Num max depth leaves: 2
Num cheaper no-split leaves: 0
Mean tris per leaf: 0.187500
Max tris per leaf: 10
Mean leaf depth: 32.484375
Max leaf depth: 63
Finished building tree.
Done Building Mesh '1'. (Time taken: 0.07278 s)
Light luminous flux: 1046705.67612 lm
Building Object Tree...
3 objects.
calcing root AABB.
AABB: (-24.999987, -24.999987, -24.999987), (24.999987, 24.999987, 24.999987)
max tree depth: 5
reserving N nodes: 3(24 B)
total nodes used: 1 (8 B)
total leafgeom size: 3 (12 B)
Finished building tree.
AutoFocus: setting camera focus distance to 2.04385 m.
Num buffer layers: 1
Master buffer size: 14.165 MB
Settings:
Frame upload period: 40.00000 s
Image save period: 60.00000 s
Splat filter: mn_cubic, blur=0.60000, ring=0.20000
Downsize filter: Gaussian, standard deviation=0.35000, support radius=1.68900
Render region: false
Supersample factor: 2
Metropolis: true
Bidirectional: true
Hybrid: false
Ray origin nudge distance: 0.00010 m
Aperture diffraction: false
Post-process diffraction: true
Auto setting number of threads to 4.
Display took 1.01376 s
Total render time elapsed: 1 m, 1 s
Done 24720000.00000 samples (80.46875 samples per pixel)
404028.24951 samples / second (2.47507 micro-seconds / sample)
Done 24720000.00000 samples (80.46875 samples per pixel)
404027.95605 samples / second (2.47508 micro-seconds / sample)
Image

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

Post by PureSpider » Thu Nov 13, 2008 1:02 am

wtf?

User avatar
Borgleader
Posts: 2149
Joined: Mon Jun 16, 2008 10:48 am

Post by Borgleader » Thu Nov 13, 2008 2:00 am

PureSpider wrote:wtf?
+1
benn hired a mercenary to kill my sig...

pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

Post by pxl666 » Thu Nov 13, 2008 2:13 am

looks like some sort of test/comparison...??

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

Post by CTZn » Thu Nov 13, 2008 2:18 am

BVH build was about 30% faster, while rendering times were about the same.

The results may have been quite different with an heavy mesh...
obsolete asset

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Thu Nov 13, 2008 5:47 am

KD-tree standard built ~47% slower
or said the other way round,
BVH built ~32% faster
while rendertimes where close to equal. :)

sauloricardo69
Posts: 7
Joined: Sat Nov 29, 2008 1:25 pm

Post by sauloricardo69 » Wed Dec 03, 2008 12:28 pm

where 's the blendigo v 1.1.14?

User avatar
Borgleader
Posts: 2149
Joined: Mon Jun 16, 2008 10:48 am

Post by Borgleader » Wed Dec 03, 2008 12:35 pm

double post..watch that...

there is none, use Blendigo v.1.1.13 for now its compatible with Indigo 1.1.14
benn hired a mercenary to kill my sig...

User avatar
ozzie
Posts: 126
Joined: Thu Sep 06, 2007 12:22 pm
Location: Poland

Post by ozzie » Fri Dec 05, 2008 3:51 am

vmuriel wrote:oooooooooh, again no linux release.
Yes, what's with Linux users?

Post Reply
49 posts

Who is online

Users browsing this forum: No registered users and 160 guests