Cindigo 3.0.11

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fused
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Cindigo 3.0.11

Post by fused » Tue Jun 14, 2011 3:19 am

Cindigo 3.0.11
for Indigo Renderer 3.0.10 and Indigo RT 3.0.11
Cindigo 3.0.11 R9.6 - PC
Download: Archive
~3.6 MB, x86 and x64
Cindigo 3.0.7 R10 - PC
Download: Archive
~3.6 MB, x86 and x64
Cindigo 3.0.11 R11 - PC
Download: Archive
~3.6 MB, x86 and x64
Cindigo 3.0.11 R11.5 - PC
Download: Archive
~3.6 MB, x86 and x64
Cindigo 3.0.11 R12 - PC
Download: Archive
~3.6 MB, x86 and x64
Cindigo 3.0.11 R10.5 - Mac
Download: Archive
~3.6 MB, x86 only
Cindigo 3.0.11 R11 - Mac
Download: Archive
~3.6 MB, x86 and x64
Cindigo 3.0.11 R11.5 - Mac
Download: Archive
~3.6 MB, x86 and x64
Cindigo 3.0.11 R12 - Mac
Download: Archive
~3.6 MB, x86 and x64
Make sure you have the newest version of quicktime installed! (yes, its still needed for previews in some older versions of C4D :? )

changelog wrote:Cindigo 3.0.11
---------------------
* Exposure is now 1/s to conform with Indigo UI
* A few small optimisations in mesh export code for R11.5+
* Made merging of vertices and uvs in mesh export code optional (if off, Indigo will do the merging)


Cindigo 3.0.7
---------------------
* added optional medium for diffuse transmitter
* cindigo now writes out an IGQ when exporting an animation and opens it
* added smooth option to bump, displacement, sigma, exponent texture settings
* using uv_set_index instead of uv_set
* removed wrap_u, wrap_v from subdivison tag
* added vignetting option to renderer settings
* removed frame_upload_period from renderer settings
* added quad support to igmesh
* fixed a bug in igm parsing (was writing blend texture parameters to albedo)
Please tell me if you find bugs or have specific requests. I will try to fix/implement those as quickly as possible.

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pixie
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Re: Cindigo 3.0.11

Post by pixie » Tue Jun 14, 2011 3:36 am

1/s makes no sense whatsoever, since if you want to represent seconds you have to use decimals, but i guess it's not your fault.

PS- I do have an 'old' school digital photographic machine.

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juan_irender
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Re: Cindigo 3.0.11

Post by juan_irender » Tue Jun 14, 2011 4:32 am

Wow Fused, great job!
Many thanks :D
C4D R18 Studio user
Blender user :D

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Phoenix
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Re: Cindigo 3.0.11

Post by Phoenix » Wed Jun 15, 2011 9:38 am

Wow great, thanks Yves, that was faster than I expected! 8)

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zeitmeister
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Re: Cindigo 3.0.11

Post by zeitmeister » Wed Jun 15, 2011 10:12 pm

Fantastic, fused!
The Awesomeness™ continues! :D
Cheers, David



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pixie
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Re: Cindigo 3.0.11

Post by pixie » Thu Jun 16, 2011 1:45 am

zeitmeister wrote:Fantastic, fused!
The Awesomeness™ continues! :D
+1

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Re: Cindigo 3.0.11

Post by darkblue » Mon Jul 25, 2011 12:38 pm

Is it possible to include the option to select GPU acceleration and device number, from within Cinema 4D ?

I know it's pretty easy to do this by hand for still images, but for animations I'll have to correct every igs file, as there is no command line option for there two parameters, if I'm not mistaken.

If I could enable GPU acceleration and select the device number from within Cinema 4D before exporting the igs files, then I think I should be able to render two animation frame sequences in parallel by invoking the animation.rb script simultaneosly in two consoles. Each one of the frame sequence can be using 4 threads (of total 8 ) and one GPU device (of total 2). I hope that makes sense.
Last edited by darkblue on Mon Jul 25, 2011 10:20 pm, edited 1 time in total.

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zeitmeister
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Re: Cindigo 3.0.11

Post by zeitmeister » Mon Jul 25, 2011 9:03 pm

Good point … but difficult to solve, I suppose.
Cheers, David



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Re: Cindigo 3.0.11

Post by Zom-B » Mon Jul 25, 2011 10:12 pm

zeitmeister wrote:Good point … but difficult to solve, I suppose.
I don't think that this would be hard to solve actually, why should it be so?

Indigo has a GPU mode IGS tag, that sadly isn't included in this Cindigo build, but the next for sure ;)

It shouldn't be needed to use the ruby script to load your animations since Indigos render Q now support loading multiple IGS files!

So if Cindigo would have a GPU activation tag you would start 2 instances of Indigo:
First instance targeting the first half of your animation where you set your GPU ID to first GPU.
Since there isn't a GPU ID tag atm that Indigo instance should stay with this GPU ID for the whole render Q!
(it should, but I'm not 100% sure....test it!)

Second Instance of Indigo does the same with the next GPU ID...

happy rendering!
polygonmanufaktur.de

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Re: Cindigo 3.0.11

Post by zeitmeister » Tue Jul 26, 2011 8:26 pm

You're absolutely right; I didn't notice the special GPU tag in the IGS-files ...
Cheers, David



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CTZn
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Re: Cindigo 3.0.11

Post by CTZn » Wed Jul 27, 2011 3:51 am

Truth is, the GPU tag within the IGS is acknowledged by Indigo since 3.0.14 only.

I have no doubts that the next Cindigo release will add this switch !
obsolete asset

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lycium
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Re: Cindigo 3.0.11

Post by lycium » Wed Jul 27, 2011 4:39 am

CTZn wrote:Truth is, the GPU tag within the IGS is acknowledged by Indigo since 3.0.14 only.
Um, since 2.4.4 if I recall correctly :) It's been using this tag since the first GPU beta.

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Re: Cindigo 3.0.11

Post by CTZn » Wed Jul 27, 2011 4:51 am

well, I meant that the initial 3.0 releases are overlooking it :twisted: MtI has a Gpu tag since the first closed beta was out :D edit: 2.4.4, exactly !
obsolete asset

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