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Technical Specifications

GPU Acceleration

  • Accelerate your renders using either CUDA or OpenCL supporting GPUs.
  • Advanced hybrid mode makes the most of your GPU's onboard memory.

Realtime Scene Editing

  • Interactive editing of materials, including dynamically compiled shaders.
  • Realtime camera movement, depth of field adjustment, etc.
  • Works seamlessly with network rendering and GPU acceleration.

Integrated Network Rendering

  • Render a single image efficiently across multiple machines.
  • Included Network Manager load balances slaves among masters across a network.

Floating Licences

Participating Media

  • Sub-Surface Scattering (SSS).
  • Unbiased multiple scattering - for the ultimate in realistic SSS.
  • Wavelength-dependent scattering and absorption coefficients.
  • Henyey-Greenstein, Uniform and Rayleigh phase functions.
  • Atmospheric scattering model including Mie and Rayleigh scattering.

Full Spectral Rendering

  • All light transport calculations use spectral colour instead of RGB colour.
  • Rendering parameters, such as material colours, accept arbitrary spectra instead of RGB colours.

Support for Complex Geometry

  • Support for extremely large meshes.
  • Instancing support - A mesh can be repeated in a scene thousands of times with little additional memory usage.
  • True displacement mapping for highly detailed surfaces.

Physical Camera Model

  • Realistic aperture for accurate depth-of-field simulation.
  • Focal distance - automatic or manual.
  • Shift lens.
  • Familiar to photographers: F-stop, exposure and white balance control.
  • Orthographic camera support.
  • Spherical camera for panoramic images.

High Performance

  • Written in SSE-optimised C++ for optimum performance.
  • Multi-threaded to take full advantage of multi-core CPUs.
  • GPU acceleration delivers a large performance boost.
  • Efficiently parallelises over any other render nodes in the network.

Output Channels

  • Colour channels with per-light layers
  • Alpha channel for compositing against background plates
  • Shadows
  • Depth
  • Material ID

Multiple output image formats

  • Both High Dynamic Range (HDR) and Low Dynamic Range (LDR) formats.
  • 32 bit per component EXR and IGI output (HDR).
  • PNG, JPEG, TIFF output (LDR).

Physically-based Sky and Sunlight Model

Realistic Physically-based Materials

  • Accurate dielectric reflection and transmission, including dispersion, total internal reflection, etc.
  • Accurate reflection from rough and smooth metal surfaces, using measured material data.
  • Lambertian material.
  • Lambertian material with rough or smooth dielectric coating.
  • Oren-Nayar material for rough, backscattering materials such as clay.
  • Diffuse transmitter material for fast SSS approximation for thin objects.
  • Blend material for creating arbitrarily-complicated material trees.
  • Rough transparent dielectric material for simulating frosted glass etc.
  • Double-sided thin material for realistic leaves, printed paper etc.
  • Coating material for complex coated materials such as car paint.

Online Material Database

  • Browse, download and share Indigo materials with other Indigo users.

Metropolis Light Transport

Shader System

  • All material parameters can be controlled by a shader program written in Indigo Shader Language (ISL).
  • Just-in-time (JIT) compiled shaders for maximum performance.

Motion Blur

  • Camera and object motion blur.
  • Completely accurate, unbiased motion blur.
  • Non-linear paths even during a single frame.

Graphical User Interface (GUI)

  • Simple and intuitive, yet powerful GUI.
  • Pause, resume or save render progress.
  • Control network rendering.
  • Simple licensing dialogue for licensing the free version, in order to unlock the full version

HDR Environment-Map Lighting

  • Load an EXR or HDR map for simple and realistic scene lighting.

IES Profiles

  • Efficiently render scenes with IES light profiles, for realistic architectural lighting.

Camera Aperture Diffraction (Glare)

  • Realistic camera aperture diffraction (glare) based on accurate optics simulation.
  • Works with arbitrary camera apertures and obstacle maps.

Cross Platform

  • Windows 2000, XP, Vista, Windows 7, Windows 8 support. (32 and 64 bit)
  • Mac OS X 10.6 - 10.9 support. (32 and 64 bit)
  • Linux support. (32 and 64 bit)

Advanced Tone Mapping

  • Multiple methods for tone mapping a HDR image to a LDR image.
  • Reinhard tone mapping for fully automatic exposure handling.
  • Camera tone mapping for accurate simulation of real camera films.

Arch. and product viz features

Supported 3D Applications

  • Google SketchUp
  • Autodesk 3ds Max
  • Cinema 4D
  • Maya
  • Blender
  • Revit
  • XSI
  • Documented XML format for integrating with other packages