Indigo Renderer and Indigo RT 3.0.12

General News and accouncements regarding the Indigo render engine
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CTZn
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Re: Indigo Renderer and Indigo RT 3.0.12

Post by CTZn » Sun Jul 03, 2011 1:44 am

I was about to (forgot to) do this. Xaon has his pc freezing after a couple seconds with 3.0.12, doesn't happen with 3.0.10. The log is empty as shown.

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fused
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Re: Indigo Renderer and Indigo RT 3.0.12

Post by fused » Sun Jul 03, 2011 1:51 am

Thanks, Adam :)

We made some changes to the OpenCL that we didn't test on ATI hardware. We will look into the issue early next week.
ENSLAVER wrote:Is there a downside to leaving glass accel on all the time? It's awesome.
It might slow down the rendering in certain cases.

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CTZn
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Re: Indigo Renderer and Indigo RT 3.0.12

Post by CTZn » Sun Jul 03, 2011 2:37 am

My pleasure Yves.

@Xaon:
fused wrote:We made some changes to the OpenCL that we didn't test on ATI hardware. We will look into the issue early next week.
"Il y a eu quelques changements dans l'OpenCL qui n'ont pas été testés sur du matériel ATI. Nous allons regarder ça dès ce début de semaine."

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Re: Indigo Renderer and Indigo RT 3.0.12

Post by solarray » Mon Jul 04, 2011 1:20 am

Exit portals doesn't work on path tracing mode (GPU enabled and disabled). Global illumination is rendering well but direct illumination from sun is only visible with some white dots. Is the bug known ?

cheers

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Re: Indigo Renderer and Indigo RT 3.0.12

Post by fused » Mon Jul 04, 2011 2:06 am

solarray wrote:Exit portals doesn't work on path tracing mode (GPU enabled and disabled). Global illumination is rendering well but direct illumination from sun is only visible with some white dots. Is the bug known ?

cheers
Hi,

yes. This is a know bug. Don't use exit portals with path tracing at the moment.

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Re: Indigo Renderer and Indigo RT 3.0.12

Post by Polinalkrimizei » Mon Jul 04, 2011 5:53 am

Now I'm really confused: I own a geforce 8800 GTS and therefore couldn't take advantage of GPU acceleration (compute model not supported). Rendering with GPU support always just gave a black screen.

And today, after some beers (and with Indigo 3.0.12), I enabled GPU acceleration (CUDA) just for fun cause I'm working on a rather complex scene, AND IT ACTUALLY WORKS!! IT GIVES ME MORE THAN 60% SPEED INCREASE ON THAT SCENE!
What happened here? Too much alcohol or did you guys change something I didn't notice before? This is so cool :-)

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Re: Indigo Renderer and Indigo RT 3.0.12

Post by Headroom » Mon Jul 04, 2011 2:08 pm

Got this on my i7 iMac ( ATI 5750) when attempting to render the Caterpillar PT w/ GPU :
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Screen shot 2011-07-03 at 10.03.48 PM.png

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Re: Indigo Renderer and Indigo RT 3.0.12

Post by Headroom » Mon Jul 04, 2011 2:14 pm

fused wrote:Thanks, Adam :)

We made some changes to the OpenCL that we didn't test on ATI hardware. We will look into the issue early next week.
ENSLAVER wrote:Is there a downside to leaving glass accel on all the time? It's awesome.
It might slow down the rendering in certain cases.
Huh ? Why would one run OpenCl on Nvidia hardware that is substantially more performant when running CUDA and then why would one make changes to the OpenCl part and not test it on the target ATI hardware ?

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CTZn
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Re: Indigo Renderer and Indigo RT 3.0.12

Post by CTZn » Mon Jul 04, 2011 4:14 pm

The reason is probably first post, first line: it's a beta release.

Come on, betas releases are back !

You know the principle headroom: if something goes wrong, revert to a preceding version until it's fixed. Bug reports and user requests will call for more betas.

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Re: Indigo Renderer and Indigo RT 3.0.12

Post by zeitmeister » Tue Jul 05, 2011 8:56 am

Still no time to test it …

but thank you very very much!

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Re: Indigo Renderer and Indigo RT 3.0.12

Post by Headroom » Tue Jul 05, 2011 2:00 pm

CTZn wrote:The reason is probably first post, first line: it's a beta release.

Come on, betas releases are back !

You know the principle headroom: if something goes wrong, revert to a preceding version until it's fixed. Bug reports and user requests will call for more betas.
You're right! My impatience got the better of me ;-)

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Re: Indigo Renderer and Indigo RT 3.0.12

Post by Jambert » Tue Jul 05, 2011 6:34 pm

Hi,
I open a scene. I want to change a material so I pick the good one. When I look to the material list, I can't use an external Mat... is it in TODO?

Thx

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Re: Indigo Renderer and Indigo RT 3.0.12

Post by FakeShamus » Wed Jul 06, 2011 6:06 am

Headroom wrote:Got this on my i7 iMac ( ATI 5750) when attempting to render the Caterpillar PT w/ GPU :
I get the exact same thing here on my Mac Pro (ATI 5870) GPU enabled with any scene.
otherwise blazing fast release!

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Re: Indigo Renderer and Indigo RT 3.0.12

Post by pixie » Wed Jul 06, 2011 11:33 am

Some groovy stuff. Same scene rendered for 1 minute, one has emission scale set and another doesn't.
Attachments
withoutemission.pigs
(319.15 KiB) Downloaded 198 times
withemission.pigs
(319.2 KiB) Downloaded 196 times
faceoff.jpg

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Re: Indigo Renderer and Indigo RT 3.0.12

Post by Zom-B » Wed Jul 06, 2011 12:25 pm

pixie wrote:Some groovy stuff. Same scene rendered for 1 minute, one has emission scale set and another doesn't.
The reason for this seems to be Indigos auto importance weighting for lights. Your scene has 2 light sources, a mesh light and the envSphereGeometry. The scene with emission not set get calculated flux value automatically and end sup with 1000 times stronger difference between the both light sources. Now the stronger Light also get 1000 times more computation time, and the weaker light stays noisy for ages still contributing to the whole image with the massive amount of noise...

This example shows how important a good balance between light sources is, and maybe also that Glare should allow to tweak the importance directly in the future (even on the fly, in the LightLayer tab...)

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