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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 32-bit:
IndigoRenderer_4.0.38_Setup.exe

Indigo for Windows 64-bit:
IndigoRenderer_x64_4.0.38_Setup.exe

Indigo for Linux 64-bit:
IndigoRenderer_x64_v4.0.38.tar.gz

Indigo for Mac OS X (10.7 - ):
IndigoRenderer4.0.38.dmg


Indigo RT for Windows 32-bit:
IndigoRT_4.0.38_Setup.exe

Indigo RT for Windows 64-bit:
IndigoRT_x64_4.0.38_Setup.exe

Indigo RT for Linux 64-bit:
IndigoRT_x64_v4.0.38.tar.gz

Indigo RT for Mac OS X (10.7 - ):
IndigoRT4.0.38.dmg

Changelog:
Quote:
4.0.38
* GPU PT: Added initial architectural glass support.
* GPU PT: Fixed problems with AMD GPU execution failing on large numbers of instances.
* GPU PT: Added initial Glossy Transparent material support.
* GPU PT: Added initial double-sided thin material support.
* GPU PT: Added step blend support for blend material.
* GPU PT: Faster updates for realtime camera movement etc..
* Added preliminary support for contribution clamping, including UI support. Works on CPU and GPU. Added controls to mode configuration area in render settings.
* Improved efficiency of Phong on CPU
* Improved convergence speed of Glossy Transparent material on CPU
* Some optimisations for double-sided thin and coating mats.
* Optimisation for CPU single dir and bidir.
* Displaying better names (not codenames) for AMD GPU devices.
* Fixed problem with OpenGL preview not loading properly in some cases.
* Fixed saving of images by indigo_console.
* Fixed resume rendering from an IGI file.
* Fixed issue with trying to create an empty output directory for image saving.
* Improved log messages for Network manager.
* Changed "gpu_path_tracing" scene node render setting to "gpu".


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OnoSendai wrote:
* Added preliminary support for contribution clamping, including UI support. Works on CPU and GPU. Added controls to mode configuration area in render settings.


Could you please explain it further?


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Contribution clamping basically works as a firefly filter.

If it is enabled, and the max contribution is low, then it won't allow bright spots (fireflies) onto the render.
As the max contribution gets higher and higher, brighter and brighter spots are allowed.
So a max contribution of infinity corresponds to contribution clamping being disabled.

Since it is clamping bright spots, it does introduce bias into the render. Because of this it will be off by default. (We want Indigo to be unbiased by default).

However it should be a very useful tool for artists, to remove fireflies from their images in a simple and efficient way.

An example:


Attachments:
without contribution clamping.png
without contribution clamping.png [ 403.45 KiB | Viewed 3331 times ]
with contribution clamping.png
with contribution clamping.png [ 391.67 KiB | Viewed 3331 times ]
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Wow! Thank you guys! Cant't wait to try it out!


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OnoSendai wrote:
An example:

Indigo, biasing with an unbiased swing ! :D


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pixie wrote:
Indigo, biasing with an unbiased swing ! :D
It is unbiased by default! Biased user interaction is needed to turn it on...


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Zom-B wrote:
pixie wrote:
Indigo, biasing with an unbiased swing ! :D
It is unbiased by default! Biased user interaction is needed to turn it on...

I was talking when it is turned on. :)


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pixie wrote:
Zom-B wrote:
pixie wrote:
Indigo, biasing with an unbiased swing ! :D
It is unbiased by default! Biased user interaction is needed to turn it on...

I was talking when it is turned on. :)
Me too..... don't turn it on!!!! its my new favourite setting... myyyyy precious! :D


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Zom-B wrote:
Me too..... don't turn it on!!!! its my new favourite setting... myyyyy precious! :D

kkkk

BTW, through an hack I've made light layers to work on gpu, one must render it first on cpu, tweak the igs file so that it sets gpu, and then one resume the render and presto! Light layers!


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Much improved from the first Beta build!!
CPU Rendering seems faster (LOT) then before.
GPU render (correct me if i'm wrong) feel and behaves MUCH smoother! Specially on startup!
Feels like data stream is much more optimized and more efficient then before.
AND Indigo (App itself) is remaining pretty responsive during GPU rendering, which is a huge plus!

-Clamp contributions : LIKE A DREAM!

And the many more improvements i didn't even get too.
All in all very solid build!!

@Ono my two FirePro's are sending you and the Glare team hugs and kisses they feel much cooler now. :D

Check out the test scenes and render times below from Oscar and Arthur.

®


Attachments:
File comment: 3min= 1.914M/sec
Arthur Liebnau - bedroom-benchmark-2016.jpg
Arthur Liebnau - bedroom-benchmark-2016.jpg [ 397.67 KiB | Viewed 3275 times ]
File comment: 3min = 6.527M/sec
McLaren_P1_Benchmark_Optimised.jpg
McLaren_P1_Benchmark_Optimised.jpg [ 357.45 KiB | Viewed 3275 times ]
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the painting in the back is... ehm... black O_o
Is this issue repeatable?


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Same issue with your scene on v4.0.37 two days ago. And actually with v4.0.38. For cpu is right.


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Zom-B wrote:
the painting in the back is... ehm... black O_o
Is this issue repeatable?


Give me a sec to re render and check it. Mr Zom-B ^ . ^


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Unfortunately it remains black, but texture seems OK.
I had this issue only with cutout materials on GPU (but that was because GPU didn't rendered alpha in 4.37.

The problem is not with your scene i think it's because you used a .png and maybe the surronding area in the pic is too bright (white) and it recognizes it as an alpha.? Not sure.


Attachments:
Screen Shot 2016-06-17 at 6.33.51 PM.jpg
Screen Shot 2016-06-17 at 6.33.51 PM.jpg [ 394.01 KiB | Viewed 3258 times ]
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Yeah the black image is a bug to be fixed.


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