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This is an Indigo 2.4 Stable release candidate build.

Windows builds now have the correct runtime libraries included, fixing the "application configuration is incorrect" problem. Mac and Linux builds now also include the network manager application.

A number of performance and efficiency improvements have been included; fans of MLT modes will definitely want to check it out!


Windows 32 bit: http://www.indigorenderer.com/dist/beta ... _Setup.exe

Windows 64 bit: http://www.indigorenderer.com/dist/beta ... _Setup.exe

Mac OS 32+64 bit: http://www.indigorenderer.com/dist/beta ... .2.4.9.zip

Linux 32 bit: http://www.indigorenderer.com/dist/beta ... 4.9.tar.gz

Linux 64 bit: http://www.indigorenderer.com/dist/beta ... 4.9.tar.gz


Changelog:

2.4.9
* Added network manager to Linux and Mac builds.
* Fixed included runtime libraries on Windows.
* Much faster blackbody lights.
* Much more efficient MLT.
* Fixed mac UI (toolbar, toolbuttons) for dark and nighttime theme
* Fixed crash when Oren-Nayar emitter had zero albedo.
* EXR saving now saves 32-bit per channel RGB images, instead of 16-bit per channel RGBA images.
* Fixed clipping of EXR values.
* Re-enabled save_untonemapped_exr


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My day, it has been made! :)


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good progress ! Is good to see new versions of indigo in quick time :) What about version with GPU ?


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Quote:
* Much faster blackbody lights.
* Much more efficient MLT.
* EXR saving now saves 32-bit per channel RGB images, instead of 16-bit per channel RGBA images.
* Fixed clipping of EXR values.


Uhh yeah! :D


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thanks a lot for fixing the EXR stuff!

Just a question about the BlackBody speed up: What is the fastest lightsource to use?
I stuck to using uniform always if I need white light and for textured emitters + EnvMaps...

lycium wrote:
This is an Indigo 2.4 Stable release candidate build.

Not so fast my friend ^^
Its stable when the evil BiDir bug is killed! But Ono told already to work on it... an news here?


Maybe it is also time to talk more about the "floating license System".
they don't seem to be compatible with the normal license key!
Do we need to buy new keys for this?
Also I "found out" that the Slave Keys you get together with the lifetime license of Indigo are 2.x slave Keys only!?!


you guys that don't know, here are some links regarding the changelog:

* Fixed clipping of EXR values.
viewtopic.php?p=90565#p90565

* EXR saving now saves 32-bit per channel RGB images, instead of 16-bit per channel RGBA images.
viewtopic.php?f=5&t=7138

* Much more efficient MLT.
viewtopic.php?p=99747#p99747


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Zom-B wrote:
lycium wrote:
This is an Indigo 2.4 Stable release candidate build.

Not so fast my friend ^^
Its stable when the evil BiDir bug is killed! But Ono told already to work on it... an news here?


The Chapman is doing well :)


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Hi Zom-B,
Actually, the dark-edge bidir bug is tentatively fixed on our internal build :)
It was quite a battle, let me assure you :)

I didn't quite get around to adding tone-mapped exr output yet sorry, will do that for the next build.

We will have some more comprehensive documentation for and explanation of the floating licence system and network manager soon.


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Hi, Ono,

I would like to ask if this is a bug, or it's just the way it has to work? I am asking, because the result after the distance recalculation sometimes is not the exactly same as before it.


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Thanks, now I have minCosTheta and maxCosTheta working on my linux 64bits station. I will be able to start again working on materials

Etienne


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I just found 2 tiny things:

1) stopping the render during Scene build doesn't stop Indigo, it keeps calculationg the whole scene to the end. Also if stoped, Indigo stays aktive as WorkingMaster... after disabling network mode, Indigo still keeps updating the log...

2) The log.txt file don't get overwrite anymore since some time, but instead gets extended by each new rendering... this doesn't seem usefull for me.


OnoSendai wrote:
Hi Zom-B,
Actually, the dark-edge bidir bug is tentatively fixed on our internal build :)
It was quite a battle, let me assure you :)
Great news!
We all appreciate your work on this, and finally a working BiDir mode will kick some (glass) ass ;)

OnoSendai wrote:
I didn't quite get around to adding tone-mapped exr output yet sorry, will do that for the next build.
As long as it isn't forgotten we are all fine...

OnoSendai wrote:
We will have some more comprehensive documentation for and explanation of the floating licence system and network manager soon.
I'm looking forward to see where this goes.



galinette wrote:
Thanks, now I have minCosTheta and maxCosTheta working on my linux 64bits station. I will be able to start again working on materials.
Sounds great !


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OnoSendai wrote:
Hi Zom-B,
Actually, the dark-edge bidir bug is tentatively fixed on our internal build :)
It was quite a battle, let me assure you :)



Great news, thanks Ono! =)


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Godzilla wrote:
OnoSendai wrote:
Hi Zom-B,
Actually, the dark-edge bidir bug is tentatively fixed on our internal build :)
It was quite a battle, let me assure you :)

Great news, thanks Ono! =)

For some reason, I imagine Ono has a lightsaber which he uses to fight tenacious bidir bugs in the Glare offices xD


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Ono, any news on the alpha rendering bug?


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neo0. wrote:
Ono, any news on the alpha rendering bug?

Which Bug?


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pixie wrote:
Which Bug?

Some materials cause artifacts in alpha rendering!
A quick workarround would be forcing clayrender mode (if availible in exporter) to do the alpha pass...
The other worarround is deleting all materials, starting Alpha rendering, and back in your 3D application you hit the magical STRG+Z combo.


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