Indigo Renderer 3.2.3

General News and accouncements regarding the Indigo render engine
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Headroom
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Re: Indigo Renderer 3.2.3

Post by Headroom » Thu Dec 01, 2011 2:40 am

GPU PT has definitely taken a hit!
I rendered the three test scenes that come with Indigo in GPU supported Path Tracing in 3.0.14 and 3.2.3. I set the halt time to 5 minutes and noted the Samples / per second:

Caterpillar
3.0.14 : 712k (still declined at about 0.5k / second; started at over 1200k)
3.2.3 : 97k

Erotica
3.0.14 : 1830k
3.2.3 : 1618

Pintest (w. glass acceleration enabled)
3.0.14 : 1438k
3.2.3 : 885k

iMac
Processor 2.93 GHz Intel Core i7
Memory 12 GB 1333 MHz DDR3
Graphics ATI Radeon HD 5750 1024 MB
Software Mac OS X Lion 10.7.2 (11C74)

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CTZn
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Re: Indigo Renderer 3.2.3

Post by CTZn » Thu Dec 01, 2011 4:08 am

Zom-B wrote:But then I realized that the new version doesn't refresh Viweport after hitting the halt condition O_o
I could save the render after 300s condition, however layers ceased working; it was not possible to compose with them.

I am looking forward for visual comparisons...

edit: with one random scene with blends and emitters on GPU, spp count drops of about 8%, no significative sampling discrepancies after 5mn.

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Re: Indigo Renderer 3.2.3

Post by FakeShamus » Thu Dec 01, 2011 5:47 am

I also get no performance improvement between CPU and GPU pathtracing - GPU seems to not be contributing at all. at least GPU mode does not crash now with my radeon 5870, though.
I'm on a mac pro, OSX 10.6.8.

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OnoSendai
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Re: Indigo Renderer 3.2.3

Post by OnoSendai » Thu Dec 01, 2011 5:52 am

Zom-B wrote:Hey guys...

It seems there is something fishy about this version!

First of all the OpenCL 1.0 compatibility should make my ATI 4870 work...
Well, rendering with enabling it starts and does produce a Rendering... but GPU utilization is @ 1% what tells me that the CPU still does the work here!
Maybe some other OpenCL 1.0 people can tell confirm...?!

Second thing was to test general speed... yeah :)
My first very simple testscene jumped from 653k to 725k from last to this version... awesome!!

But then I realized that the new version doesn't refresh Viweport after hitting the halt condition O_o
By this I wasn't able to save my 2min rendering for comparing with old version since last refresh was at 1min... wtf!!?!

Then I did further speed tests and had some quite catastrophically bad results with my Kitchen & Cinema scene:

Kitchen PT-BiDir:
3.2.2: 259k
3.2.3: 170k

Kitchen PT:
3.2.2: 288k
3.2.3: 215k

Cinema (SSS) PT-BiDir:
3.2.2: 325k
3.2.3: 251k

Bedroom II PT:
3.2.2: 404k
3.2.3: 406k

Grass PT:
3.2.2: 217k
3.2.3: 226k
Thanks for the great testing Zom-B.
The performance regression seems to be all (or at least nearly all) due to a problem with ISL that I have fixed (inlining was broken).

nick

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Zom-B
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Re: Indigo Renderer 3.2.3

Post by Zom-B » Thu Dec 01, 2011 11:26 am

great to hear that you could point it out and fix it!!

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Re: Indigo Renderer 3.2.3

Post by Jeff Hammond » Thu Dec 01, 2011 4:45 pm

Changelog:
* Added ground to new sky model.
that works out ok.. definitely better than the defined black cutoff... might be neat if we could raise or lower the horizon level (but i haven't really thought that through at all :D )
* Added SunSkyControl for changing the sun/sky in realtime.
couldn't find /figure this out ?
sounds good though.

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ENSLAVER
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Re: Indigo Renderer 3.2.3

Post by ENSLAVER » Thu Dec 01, 2011 6:20 pm

Jeff Hammond wrote:Changelog:
* Added SunSkyControl for changing the sun/sky in realtime.
couldn't find /figure this out ?
sounds good though.
Create a scene with a sun/sky in your host app, in Indigo choose Sun/Sky in the object list to move the sun around :D

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Pibuz
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Re: Indigo Renderer 3.2.3

Post by Pibuz » Thu Dec 01, 2011 8:43 pm

Would be good to have a visual aid to this, a globe or something to manually move the sun position, instead of choosing the coordinates.

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delle
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Re: Indigo Renderer 3.2.3

Post by delle » Thu Dec 01, 2011 10:39 pm

Hi, I'm trying the new sky model "captured-simulation", good job!

Question: it does not work with exit portals on...right?

Bye

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delle
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Re: Indigo Renderer 3.2.3

Post by delle » Thu Dec 01, 2011 10:52 pm

Added ground to new sky model
Can we set the material for the Ground? (e.g. sea surface)

;-)

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OnoSendai
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Re: Indigo Renderer 3.2.3

Post by OnoSendai » Thu Dec 01, 2011 10:55 pm

delle wrote:
Added ground to new sky model
Can we set the material for the Ground? (e.g. sea surface)

;-)
Not currently.
I could allow the ground RGB colour to be set, Would that work for you?

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delle
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Re: Indigo Renderer 3.2.3

Post by delle » Thu Dec 01, 2011 11:06 pm

OnoSendai wrote:
delle wrote:
Added ground to new sky model
Can we set the material for the Ground? (e.g. sea surface)

;-)
Not currently.
I could allow the ground RGB colour to be set, Would that work for you?
....I'm thinking about something, more general, like this:

http://farm4.static.flickr.com/3140/250 ... c9b89a.jpg

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delle
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Re: Indigo Renderer 3.2.3

Post by delle » Thu Dec 01, 2011 11:11 pm

...or maybe a city (texture) landscape image, like this:
http://www.satimagingcorp.com/galleryim ... lution.jpg

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CTZn
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Re: Indigo Renderer 3.2.3

Post by CTZn » Thu Dec 01, 2011 11:51 pm

delle wrote:...or maybe a city (texture) landscape image, like this: [...]
Or perhaps a masked exr ?

Currently the sunsky material do not support the captured sky wich can therefore not be added to a background emission, while this is possible with the original model, see below (pardon the bad formatting):

Code: Select all

<material>	<name>SunShape</name>
<sunsky>
	<sundir>-0.5 -0.5 0.7071067812</sundir>
	<sun_layer>0</sun_layer>
	<sky_layer>1</sky_layer>
	<turbidity>2</turbidity>
</sunsky>	</material>

<material>
	<name>lambert2SG</name>
	<diffuse>
		<albedo>
			<constant>
				<rgb>
					<rgb>0 0 0</rgb>
					<gamma>2.200000048</gamma>
				</rgb>
			</constant>
		</albedo>
		<layer>2</layer>
		<base_emission>
			<!--indigoSpectrum indigoSpectrum1-->
			<constant>
				<blackbody>
					<temperature>6500</temperature>
					<gain>9.999999747e-006</gain>
				</blackbody>
			</constant>
		</base_emission>
		<texture>
			<uv_set_index>0</uv_set_index>
			<path>OpenfootageNETStallersattel_small.exr</path>
			<exponent>2.200000048</exponent>
 			<tex_coord_generation>
				<spherical>
					<rotation>
						<axis_rotation>
							<axis>0 0 1</axis>
							<angle>0</angle>
						</axis_rotation>
					</rotation>
				</spherical>
			</tex_coord_generation>
			<b>1</b>
 			<c>0</c>
		</texture>
		<emission>
			<texture>
				<texture_index>0</texture_index>
			</texture>
		</emission>
	</diffuse>
</material>

<background_settings>
<background_material>
<material>
	<name>SunShape_lambert2_sum</name>
	<sum>
		<mat>
			<mat_name>SunShape</mat_name>
			<weight>
				<constant>1</constant>
			</weight>
		</mat>
		<mat>
			<mat_name>lambert2SG</mat_name>
			<weight>
				<constant>1</constant>
			</weight>
		</mat>
	</sum>
</material>
</background_material>
</background_settings>
This works. I don't know wether the weight tag can take a spectrum or texture, would be great in order to mask the exr sky partially.
Attachments
twoSuns.jpg
two skies. 3.2.3 doesn't allow to move the sun around in this scenario.

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delle
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Re: Indigo Renderer 3.2.3

Post by delle » Fri Dec 02, 2011 12:29 am

[...]This works [...]
Can you please post the result Image (sort of).. Thank you

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