Indigo Renderer 3.4.7

General News and accouncements regarding the Indigo render engine
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fused
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Indigo Renderer 3.4.7

Post by fused » Sat Sep 15, 2012 1:16 am

This is a Beta release.
If you spot any bugs or problems, please make a post about them in this thread.
Thanks!

Indigo for Windows 32-bit:
IndigoRenderer_3.4.7_Setup.exe

Indigo for Windows 64-bit:
IndigoRenderer_x64_3.4.7_Setup.exe

Indigo for Linux 32-bit:
IndigoRenderer_v3.4.7.tar.gz

Indigo for Linux 64-bit:
IndigoRenderer_x64_v3.4.7.tar.gz

Indigo for Mac OSX (10.5 - 10.7):
IndigoRenderer3.4.7.dmg


Indigo RT for Windows 32-bit:
IndigoRT_3.4.7_Setup.exe

Indigo RT for Windows 64-bit:
IndigoRT_x64_3.4.7_Setup.exe

Indigo RT for Linux 32-bit:
IndigoRT_v3.4.7.tar.gz

Indigo RT for Linux 64-bit:
IndigoRT_x64_v3.4.7.tar.gz

Indigo RT for Mac OSX (10.5 - 10.7):
IndigoRT3.4.7.dmg

Changelog:
3.4.7
* Added new 'Background Settings' scene node. This allows changing from env map to sun/sky etc.. from the Indigo GUI.
* Env map settings in 'Background Settings' node allows chosing of map, rotation, underlying spectrum etc..
* Fixed issue with blends of null blends. (see http://www.indigorenderer.com/forum/vie ... =5&t=11879)
* Fixed bug with OpenGL view not being cleared properly on OS X.
* Fixed occasional crash on OS X.
* Added nicer handling for improper UV mapping when using normal maps.
* Property editor shows node name and type in dock widget title bar now.
* Added --clear_cache command, which deletes contents of cache directory.
* Fixed some artifacts with aperture diffraction.
* Fixed incorrect red tint of A.D. filter.
* Improved A.D. quality for circular apertures.
* A.D. max width in final image pixels can now be larger.
* Fixed some tonemapping changes not being applied for automatic image saving.
* fixed console not halting on error

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Pibuz
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Re: Indigo Renderer 3.4.7

Post by Pibuz » Sat Sep 15, 2012 1:25 am

Wonderful additions Glare team!
Can't wait to test it!

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Re: Indigo Renderer 3.4.7

Post by pixie » Sat Sep 15, 2012 1:54 am

Code: Select all

* Added new 'Background Settings' scene node. This allows changing from env map to sun/sky etc.. from the Indigo GUI.
That's one small step for [a] man, one giant leap for mankind!

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Re: Indigo Renderer 3.4.7

Post by Zom-B » Sat Sep 15, 2012 3:52 am

fused wrote:* Fixed some artifacts with aperture diffraction.
* Fixed incorrect red tint of A.D. filter.
* Improved A.D. quality for circular apertures.
* A.D. max width in final image pixels can now be larger.
I just tested that new AD behavior. The Artifacts seem to be fixed, great work on that :)
But it seems that now some "serious" blurring happens while activating PostPro AD :/
The Blur seems to be all over the image.
I used SS3 and radial splat with sharp resize for my base rendering...

Here are my testrenders:
Attachments
animation.gif
A Animation of the 3 images zoomed to 200%
animation.gif (173.56 KiB) Viewed 11409 times
Tree_test_3.4.7_AD_post.jpg
3.4.7 with Post Pro AD
Tree_test_3.4.6_AD_post.jpg
3.4.6 with Post Pro AD
Tree_test_3.4.7.jpg
No AD, Pure Render output

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Re: Indigo Renderer 3.4.7

Post by Silmä » Sat Sep 15, 2012 5:11 am

Congratulations! You have found diffraction limited resolution!

What aperture size and film diameter did you use?

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Zom-B
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Re: Indigo Renderer 3.4.7

Post by Zom-B » Sat Sep 15, 2012 5:20 am

Silmä wrote:Congratulations! You have found diffraction limited resolution!
Whatever that is ^^

Here you have my camera settings out of Indigo (using circular Aperture):
Attachments
screenshot.7.png
screenshot.7.png (9.58 KiB) Viewed 11390 times
Last edited by Zom-B on Sat Sep 15, 2012 5:21 am, edited 1 time in total.

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Re: Indigo Renderer 3.4.7

Post by OnoSendai » Sat Sep 15, 2012 5:21 am

Hi Silma, I don't think ZOm-B is at the diffraction limit yet.

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Re: Indigo Renderer 3.4.7

Post by StompinTom » Sat Sep 15, 2012 5:23 am

Zom-B wrote:
fused wrote:* Fixed some artifacts with aperture diffraction.
* Fixed incorrect red tint of A.D. filter.
* Improved A.D. quality for circular apertures.
* A.D. max width in final image pixels can now be larger.
I just tested that new AD behavior. The Artifacts seem to be fixed, great work on that :)
But it seems that now some "serious" blurring happens while activating PostPro AD :/
The Blur seems to be all over the image.
I used SS3 and radial splat with sharp resize for my base rendering...

Here are my testrenders:
That's some really nice AD!

Silmä
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Re: Indigo Renderer 3.4.7

Post by Silmä » Sat Sep 15, 2012 7:24 am

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

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Re: Indigo Renderer 3.4.7

Post by Oscar J » Sat Sep 15, 2012 11:24 pm

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. :(

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Re: Indigo Renderer 3.4.7

Post by fbrunell » Sun Sep 16, 2012 4:33 am

fbrunell wrote:Indigo Renderer 3.4.6
Blender 2.6.3.17 r49666
Blendigo 3.4.7.1

It seems that I can't get a slave to use it's GPU raw power?

MASTER SYSTEM
- Dell XPS9100 - i7-980X
- GeForce GTX670 - using Cuda
NETWORK SLAVE
- Dell XPS9100 - i7-980
- ATI Radeon HD 4350

Rendering a scene with master only using Path (CPU) gives me a SPP of around 1500K SPP.
Rendering a scene with master only using Path (GPU) gives me a SPP of around 2600K SPP.
Rendering a scene with master and the slave using Path (GPU) gives me a SPP of around 4000K SPP (Slave advertise 1400SPP average). Looking at the slave console, I am getting the following message : (Warning: GPU mode requested but no appropriate device found, reverting to CPU mode.)

I went and bought another GeForce GTX670 and installed it in my slave (I could have fixed the drivers but needed raw power anyway). I ended up with :
MASTER SYSTEM
- Dell XPS9100 - i7-980X
- GeForce GTX670 - using Cuda
NETWORK SLAVE
- Dell XPS9100 - i7-980
- GeForce GTX670 - using Cuda

Rendering a scene with the slave still gives me a SPP of around 4000K SPP (Slave advertise 1400SPP average).
Looking at the slave console, I am getting the following message : (Using CUDA device 'GeForce GTX 670') which does not make any sense since it gives me the same SSP as if it was not using it's GPU.

_____
Another thing I noticed.... When starting Indigo slave within a Windows Terminal Service session, CUDA driver cannot be found. Indigo probably looks within the terminal service session... Could it be related? I am still getting the 1400SPP when starting Indigo slave locally on the slave!!!

Please help, I really need the speed!
I made some further verifications but I'm getting more confused...

I upgraded to version 3.4.7 on host and slave (#1). Started my test scene and now my slave pumps samples at a rate of 2300SPP which is not bad compared to previous. Lookup at my slaves while it renders, gives me a 66% GPU utilization...

I connected a second slave with the exact hardware and software configuration (System, Memory, Processor, GPU, Windows version, Indigo version, GPU drivers version, Windows patches, etc.) I even used the same install disk for the GPU drivers on both slaves...

That slave (#2) gives me 1340SPP advertized on the master. Can't explain why my two slaves don't advertise same SPP on that scene. Looking at that slave while it renders gives me a GPU utilization of 46% which makes me beleive that in my original test, GPU WAS used but not performing properly.

What can be causing the difference between both slaves performance?
Attachments
SalvesComparison.jpg

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CTZn
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Re: Indigo Renderer 3.4.7

Post by CTZn » Sun Sep 16, 2012 11:49 am

Early sunday distress call aknowledgement ! Means that I'm incompetent on the matters but that's why I would ask you to please evaluate both the CPU and GPU separately for each slave on intensive and dedicated applications. Some benchmarks (excluding Indigo !), then compare slave results.

There are to many layers involved at this point to say more am I guessing.
I even used the same install disk for the GPU drivers.
It is probably preferable to use (test) a more recent driver version, lycium stated that the ones shipping were not necessarily to be fit for Indigo.

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Re: Indigo Renderer 3.4.7

Post by fbrunell » Sun Sep 16, 2012 4:03 pm

Agreed but when I installed the drivers, I than checked that drivers were at the latest version... and they were... As a coincidence, a new version came out today... Will install and make further tests....

Thanks for the prompt answer...

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Re: Indigo Renderer 3.4.7

Post by ENSLAVER » Sun Sep 16, 2012 6:08 pm

pixie wrote:

Code: Select all

* Added new 'Background Settings' scene node. This allows changing from env map to sun/sky etc.. from the Indigo GUI.
That's one small step for [a] man, one giant leap for mankind!
This is awesome fun :D

I noticed that even low res spherical jpgs have almost as accurate lighting as HDR's - what is this wizardry!

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Re: Indigo Renderer 3.4.7

Post by OnoSendai » Tue Sep 18, 2012 3:40 am

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.

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