General News and accouncements regarding the Indigo render engine
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OnoSendai

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by OnoSendai » Thu Sep 08, 2022 1:30 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 64-bit:
IndigoRenderer_4.6.4_Setup.exe
Indigo for Linux 64-bit:
IndigoRenderer_v4.6.4.tar.gz
Indigo for Mac OS X (10.13 - ):
IndigoRenderer4.6.4.dmg
Indigo RT for Windows 64-bit:
IndigoRT_4.6.4_Setup.exe
Indigo RT for Linux 64-bit:
IndigoRT_v4.6.4.tar.gz
Indigo RT for Mac OS X (10.13 - ):
IndigoRT4.6.4.dmg
Changelog:
4.6.4
* Improved specular material to take into account an index of refraction that varies with wavelength, when computing reflection coefficients.
* Fixed environment rendering black in OpenCL.
* Fixed OpenGL preview.
4.6.3
* Added initial support for moving objects without rebuilding everything when GPU rendering.
* Added GeometryChanged dirty flag - just does a full rebuild for now.
* Fixed rebuilding of object tree with new Embree code, when changing object transforms,
* Bumped OIDN version to 1.4.3.
* Added in a scale factor for computing light maps, so that we are computing the weighted average spectral irradiance.
* Added render_env_caustics render option (single dir CPU and GPU only)
4.6.2
* Fixed omnidirectional stereo for rotated cameras.
* Storing tangent_ws for emitter objects, used for getting IES basis.
Is oriented with dp/du from uv set 0, if present.
* Not merging IES emitters on GPU, so that tangent_ws can be used.
4.6.1
* Made omnidirectional stereo spherical rendering work properly with bidir.
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Alamy
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by Alamy » Thu Sep 08, 2022 2:44 am
What a great news, we have a new update!
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Enrico
- Posts: 25
- Joined: Wed Jul 20, 2011 7:29 am
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by Enrico » Thu Sep 08, 2022 5:36 am
Hi Ono! Where is the render_env_caustics option?
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Zalevskiy
- Posts: 253
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- 3D Software: Blender
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by Zalevskiy » Thu Sep 08, 2022 6:48 pm
Blender 2.93.10 / 3.2 export to => Indigo 4.6.4
default export Environment = Base Emission #CBFFFF Tabulated ... how to convert a Uniform ?
upd (ruined, It was necessary to create a scene from scratch and not open the source, Sorry very hard without step by step tutorials on the blender)
https://twitter.com/dotcsv/status/15674 ... Fyv_Z2v78A
Scattering_Red_Shader.igm medium IOR artifacts of shadows
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pixie

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by pixie » Thu Sep 08, 2022 7:38 pm
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pavoda
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by pavoda » Thu Sep 08, 2022 7:58 pm
Indigo alives. Thanks!
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pavoda
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by pavoda » Thu Sep 08, 2022 8:41 pm
Max contributions still doesnt has effect with "optimise for denoising" active on GPU rendering. This makes nasty blury farflies
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Zalevskiy
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by Zalevskiy » Thu Sep 08, 2022 9:05 pm
Enrico wrote: ↑Thu Sep 08, 2022 5:36 am
Hi Ono! Where is the render_env_caustics option?
Indigo 4.6.4 => Save Scene Ass...
untitled.Scene.00001.igs
open .igs file with Notepad++
<render_env_caustics>true</render_env_caustics>
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juan_irender

- Posts: 251
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- 3D Software: Cinema 4D
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by juan_irender » Fri Sep 09, 2022 1:05 am
Hi.
Nice to see Indigo again on the track.
Ciao!
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Zalevskiy
- Posts: 253
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- 3D Software: Blender
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by Zalevskiy » Fri Sep 09, 2022 5:52 am
Perhaps another error or restriction of the GPU mode
1. GPU Back Side Glass Medium Precedence 9
2. GPU Back Side Glass Medium Precedence 10
3. GPU Back Side Glass Medium Precedence 11
4. BidirMTL Back Side Glass Medium Precedence 9
5. BidirMTL Back Side Glass Medium Precedence 10
6. BidirMTL Back Side Glass Medium Precedence 11
2 and 5 ?!!
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- Blender 2.93.10
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- two sun :)
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- exr+sun Ektachrome-64CD
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Enrico
- Posts: 25
- Joined: Wed Jul 20, 2011 7:29 am
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by Enrico » Sat Sep 10, 2022 3:40 am
Zalevskiy wrote: ↑Thu Sep 08, 2022 9:05 pm
Enrico wrote: ↑Thu Sep 08, 2022 5:36 am
Hi Ono! Where is the render_env_caustics option?
Indigo 4.6.4 => Save Scene Ass...
untitled.Scene.00001.igs
open .igs file with Notepad++
<render_env_caustics>true</render_env_caustics>
Thank you Zelevskiy for the quick reply but...I would like to know if there is a "button" inside the Indigo mask that turns on and off this option! Thanks :)
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Zalevskiy
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by Zalevskiy » Sat Sep 10, 2022 2:07 pm
Glass_Windshield_Coating.igm material bug with BidirMTL mode
Coating layer IOR 1,1000 to 1,0000 (or 1,2000+) eliminates white and black dots
With the value of the IOR 1.1 something incomprehensible occurs
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<scenedata>
<medium>
<name>MedGlassWindshield</name>
<precedence>10</precedence>
<basic>
<ior>1.25</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<max_extinction_coeff>1</max_extinction_coeff>
<fast_sss>false</fast_sss>
<absorption_coefficient>
<constant>
<rgb>
<rgb>2.394298195839 2.394298195839 2.394298195839</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</absorption_coefficient>
</basic>
</medium>
<material>
<name>Glass_Windshield</name>
<specular>
<internal_medium_name>MedGlassWindshield</internal_medium_name>
<transparent>true</transparent>
<arch_glass>false</arch_glass>
<single_face>false</single_face>
</specular>
</material>
<material>
<name>Glass_Windshield_Coating</name>
<coating>
<absorption>
<constant>
<rgb>
<rgb>2.394298195839 2.394298195839 2.394298195839</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</absorption>
<thickness>
<constant>0.001</constant>
</thickness>
<roughness>
<constant>0.00125</constant>
</roughness>
<fresnel_scale>
<constant>1</constant>
</fresnel_scale>
<ior>1.1</ior>
<interference>false</interference>
<substrate_material_name>Glass_Windshield</substrate_material_name>
</coating>
</material>
</scenedata>
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Zalevskiy
- Posts: 253
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by Zalevskiy » Tue Sep 13, 2022 8:26 am
chrome coated material bug in GPU mode
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<scenedata>
<material>
<name>phong_substrate</name>
<phong>
<exponent>
<constant>5000</constant>
</exponent>
<roughness>
<constant>0.15</constant>
</roughness>
<fresnel_scale>
<constant>1</constant>
</fresnel_scale>
<ior>1.5</ior>
<nk_data>nkdata/cr.nk</nk_data>
</phong>
</material>
<material>
<name>Chrome_Coated_Shader</name>
<coating>
<absorption>
<constant>
<uniform>
<value>10000</value>
</uniform>
</constant>
</absorption>
<thickness>
<shader>
<shader><![CDATA[def thickness_um() real :
0.18 + 2.8 * fbm(
posOS() + fbm3Valued(posOS() * 12.0, 12),
1)
def eval(vec3 pos) real :
0.0000095 * thickness_um()
]]></shader>
</shader>
</thickness>
<roughness>
<constant>0.5</constant>
</roughness>
<fresnel_scale>
<constant>1</constant>
</fresnel_scale>
<ior>1.8</ior>
<interference>true</interference>
<substrate_material_name>phong_substrate</substrate_material_name>
</coating>
</material>
</scenedata>
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Phoenix

- Posts: 158
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by Phoenix » Tue Sep 13, 2022 12:39 pm
Yeah, finally a sign of life again.
It's nice to see that development isn't completely dead after all.
I had almost given up on it.
I hope that this will now also be the case more regularly again.
Otherwise it would be a real pity for this nice renderer.
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thesquirell
- Posts: 428
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- Location: Novi Sad, Serbia
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by thesquirell » Thu Sep 15, 2022 9:44 pm
Phoenix wrote: ↑Tue Sep 13, 2022 12:39 pm
Otherwise it would be a real pity for this nice renderer.
Not just "nice", THE BEST! I know how you feel, I had to change main render engine, and feel so ill, like my wife left me. Lol, I'm going crazy...FOR INDIGO!
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