General News and accouncements regarding the Indigo render engine
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OnoSendai
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by OnoSendai » Fri Mar 24, 2017 2:50 am
This is a Beta release.
If you spot any bugs or problems, please make a post about them in this thread.
Thanks!
Here's a blog post about some of the new features:
https://www.indigorenderer.com/content/ ... ta-release
Indigo for Windows 64-bit:
IndigoRenderer_x64_4.0.48_Setup.exe
Indigo for Linux 64-bit:
IndigoRenderer_x64_v4.0.48.tar.gz
Indigo for Mac OS X (10.7 - ):
IndigoRenderer4.0.48.dmg
Indigo RT for Windows 64-bit:
IndigoRT_x64_4.0.48_Setup.exe
Indigo RT for Linux 64-bit:
IndigoRT_x64_v4.0.48.tar.gz
Indigo RT for Mac OS X (10.7 - ):
IndigoRT4.0.48.dmg
Changelog:
4.0.48
* Added fast 'sub-resolution' GPU rendering, for realtime cam movement etc..
* Fixed wait_for_slave_frames_on_stop option not working.
* Added some code on Windows to stop the system from going to sleep while rendering is taking place.
* Fixed OpenGL Preview env map being shown incorrectly.
* GPU PT: Added support for half-precision (16-bit) float format for environment maps.
* Added some help text about camera movement to the status bar when ALT or CTRL are held down.
* Fixed bug that was causing some medium updates to not work properly sometimes.
* Added support for referencing PIGS files directly in <include> XML tags.
* Changed it so that when multiple Mesh scene nodes try to load a mesh from the same path, it only loads it once.
* Added 'view on web' button on material on online mat db widget.
* Added selection outlines of objects in GL view.
* IGIs are now saved if -igio is present on the command line etc..
* Fixed issue where multiple render restarts in quick succession would result in the render not starting.
* UI layout improvements for materials
* Added light layer control for materials - selects which light layer material emits on.
* Added thumbnail previews for light layers.
* GPU PT: Added initial implementation of light layers.
* Fixed UVs with displacement without subdivision.
* Changed the way alpha rendering works. Avoids faint black halo artifact at low levels of convergence.
* Fixed 'S' matrix of keyframe not getting serialised to IGS files.
* Added emission_sampling_factor setting for materials - is a multiplier for the amount of sampling emission from that material receives.
* Fixed issue where changing a setting in the options dialog would wipe out selected OpenCL devices.
* Dropped support for Windows XP.
* Sped up building of materials with textured emitters.
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thesquirell
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by thesquirell » Fri Mar 24, 2017 4:16 am
Most brilliant.
What does "Emission sampling multiplier" do? Will this give more samples to a specific light source, so we don't have to overpower the source manually to get more samples/less grain from it?
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Oscar J
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by Oscar J » Fri Mar 24, 2017 4:26 am
thesquirell wrote:Most brilliant.
What does "Emission sampling multiplier" do? Will this give more samples to a specific light source, so we don't have to overpower the source manually to get more samples/less grain from it?
Exactly this. :D
See blog post:
https://www.indigorenderer.com/node/2168
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thesquirell
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by thesquirell » Fri Mar 24, 2017 4:53 am
Oh, I've failed to notice that post. Well, that explains it quite all right! This is actually great, now we can model the light of the scene with greater precision, using real life intensities. Great job.
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bubs
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by bubs » Fri Mar 24, 2017 5:16 am
Many thanks guys! Can't wait to try this out
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Originalplan®
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by Originalplan® » Fri Mar 24, 2017 5:59 am
Very cool release!
Great features. Thx!
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pavoda
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by pavoda » Fri Mar 24, 2017 6:43 am
Thanks!!!!!
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zeitmeister
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by zeitmeister » Fri Mar 24, 2017 7:08 am
This is awesome, thank you Ono! Especially the PIGS Support for include!
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nmeau
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by nmeau » Fri Mar 24, 2017 8:50 am
Wonderful!
Seems to be a bug using GPU with aperture diffraction and higher super sampling, email/scene sent.
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TonyD
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by TonyD » Sat Mar 25, 2017 5:47 am
Speeeeeeeeeeeed!
Nice work!
Will we be seeing ability to adjust zenith/azimuth with GPU soon?
(could be really cool to see real-time updates with the sub resolution and to be able to adjust them with sliders, like the light layers!...)
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OnoSendai
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by OnoSendai » Thu Mar 30, 2017 7:26 am
TonyD wrote:Speeeeeeeeeeeed!
Nice work!
Will we be seeing ability to adjust zenith/azimuth with GPU soon?
(could be really cool to see real-time updates with the sub resolution and to be able to adjust them with sliders, like the light layers!...)
Fixed for next build (not sliders yet though)
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OnoSendai
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by OnoSendai » Thu Mar 30, 2017 7:27 am
nmeau wrote:Wonderful!
Seems to be a bug using GPU with aperture diffraction and higher super sampling, email/scene sent.
Fixed for next build, thanks for report.
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JH-CAD-Architekt
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by JH-CAD-Architekt » Thu Mar 30, 2017 8:12 am
Hi,
I'm a little bit disappointed by the Indigo 4.0.48:
-> There are grey Artefacts everywhere.
-> he does not export the light layers from Cindigo
-> in Cinema4D (R18), he does not support any GPU anymore...
-> The biggest disappointment: No GPU in BiDIR MLT :-(
-> I don't understand with enabled Open CL rendering, why he does not support GPU and CPU both alltogether 100%. GPU is often very interrupted, when uploading samples. In the pure GPU, this works much better, but then, CPU is not completely used...
But 6m7s, where Indigo 3 tooks 1 hour and 3 minutes :-) Has a lot of potential perhaps with an After-Effekt Filter or s.th. like that...
...I'm very keen that you go on in the developement... ;-) !
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Attachments
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- GPU is interrupted while CPU is supported good. This Render mode is not so fast (9m 11s) like the pure GPU (6m 7s)...
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- Grey Pixels like Artefacts since Indigo 4...whaaaaaat
Last edited by
JH-CAD-Architekt on Thu Mar 30, 2017 8:32 am, edited 1 time in total.
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Oscar J
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by Oscar J » Thu Mar 30, 2017 8:13 am
Those are just fireflies I think?
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