We'll begin with a "fully loaded" view of the main Indigo interface, showing almost all the available views while rendering a scene:
If you find this is displaying too much information at once, many of the views can be closed independently (and re-opened via the Window menu). Also note that this screenshot was taken on the Windows platform; other platforms may look slightly different.
We'll cover the numbered regions sequentially:
Displays a list of the scene elements such as models, materials and renderer objects such as the camera, tone mapping and background settings.
This is where the rendering or rendered image is displayed. You can zoom and pan the image using the scrollwheel and by dragging the mouse, respectively. To view the image in full screen, go to View - Full screen, or hit Alt-Enter. The escape key will close the full screen mode.
Displays a simplified view of the scene using OpenGL, which generally provides much quicker visual feedback for real-time changes than the normal rendered view.
When a scene element is selected in the scene view (Item 1) and it has editable properties, they can be looked at and edited here.
Contains a number of tabs for setting pertaining to the imaging (tone mapping, white point etc.), rendering modes and light layers, plus sections with diagnostic information.
This view is only visible once a scene has been opened.
Provides buttons for quickly opening and closing scenes, starting and stopping renders, picking and assigning materials, and other commonly used functionality.
The status bar displays information regarding Indigo's current state, i.e. whether it's waiting for a scene to be loaded, loading a scene or currently rendering.
When rendering it displays how long the current job has been running and how long until the next automatic image update, besides information on how many samples per pixel have been taken (a measure of image quality; see Principles of Physically Based Renderering for more information).
Many commonly used functions can be accessed from the toolbar for ease of access, and they can also be found in the various program menus.
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Open Scene | Opens a scene in the current window. If a scene is already open, it will be closed (following a prompt). |
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Close Scene | Closes the current scene, terminating the current render (following a prompt). Generally you'll want to save your rendered image before closing the scene. |
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Render | Start rendering the current scene. Upon pressing this button, the scene will be built and then rendering will start. |
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Pause Render | Pauses or resumes the current render, freeing up your computer's CPU for other tasks. You can resume the render at any stage. If you need to run a short, processor-intensive task while rendering, pausing and then resuming the render is effective (Indigo gives itself below normal priority by default, so this is normally not a problem). |
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Stop Render | This stops the current render, freeing the used CPU and memory resources for the currently rendering scene. You can still tone-map and save the rendered image after the render has been stopped, but unlike with Pause, you can't easily resume rendering (see Resuming a render if you need to stop and later resume a render). |
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Update Image | Indigo only updates the displayed image occasionally, to avoid wasting processing power on image updates which show little visible difference. However, you can at any time press the Update Image button (or the F5 shortcut key) to force an image update. |
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Save Image | Once a rendered image is displayed, you can click Save Image to save it to disk in a number of standard formats such as PNG or JPEG, as well as the special Indigo Image (IGI) format for resuming the render later; the PNG format is recommended since it doesn't degrade the image quality as JPEG does. |
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Network Rendering | Enables network rendering. See the Network Rendering section for more information. |
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Options | Opens the options dialog. See the Options Dialog section for more information. |
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Licensing | Use this button to open the Licensing window. You can use this to buy an Indigo licence, immediately removing the restrictions of the free version. See the Licensing section for more information. |
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Pick Material | This tool allows you to select a material by clicking on an object in the image view, whose currently applied material appears in the property editor. |
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Assign Material | This tool allows you to apply the currently selected material (in the scene view) to an object in the image view by clicking on it. |
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Add Material | Creates a new material in the scene view. |
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Add Medium | Creates a new medium in the scene view. |
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Upload Material | When editing a material, it uploads the material applied to the preview object together with the currently rendered preview image. The preview must be sufficiently clean (at least 200 samples per pixel) otherwise the upload will not succeed. |
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Online Material Database | Accesses the Indigo online material database, allowing you to download materials into your scene and the local material database. |
The render settings are only visible when a scene is open. There are several sub-sections selectable from the drop down control; these are documented in the following manual sections.
"Imaging" collectively refers to the process of converting Indigo's internal physical light data into a normal RGB image which can be displayed on a computer screen.
The following image shows the fully expanded Imaging view; we'll cover with numbered sections sequentially:
Here you can set the width and height of the image Indigo will render, along with the image super-sampling factor. The aspect ratio (ratio of image width to height) can be kept constant while editing either field by checking the "Lock aspect ratio" option.
If the super-sampling factor is greater than 1, then the image is rendered at a higher resolution internally and down-sampled before the render is displayed on-screen or saved to disk. This can help to reduce aliasing around high contrast edges and produce a sharper final image. Note that higher factors require a lot more memory (RAM), which scales by the square of the super-sampling factor: with a factor of 2, it will use 4x as much memory, with a factor of 3 it will use 9x as much, etc.
Aperture diffraction causes small bright light sources to "bloom" (diffract) through the simulated camera's aperture, creating a distinctive rainbow-coloured glow.
The exact shape of the diffraction pattern depends on the scene's aperture shape and obstacle map. For more information please see the camera documentation.
Tone mapping is the process whereby the high dynamic range (HDR) image internally stored by Indigo is converted to a low dynamic range (LDR) image for display on a normal computer screen.
This form of range compression is necessary because in real life, the sun is many thousands of times brighter than a dimly lit room, however on a standard computer screen we can only perceive approximately 200 brightness levels.
A white point (aka "reference white") is a colour which serves to define what "white" should look like in image. This is related to the human vision system's adaptation to different colour temperatures, and allows you to change how "warm" or "cold" an image appears.
This section shows a histogram of the colours present in the image, which is useful to analyse the imaging settings for over-exposure or under-exposure.
Render mode: This drop-down box allows you to select the render mode with which you'd like to render the scene. There are four normal rendering modes and two rendering modes aimed at compositing applications: alpha and material ID rendering.
If you are unsure which rendering mode to use a safe default is bidirectional path tracing, and there is also a render mode guide to help you choose.
Foreground alpha: This render mode sets background pixels to transparent (alpha zero). See Foreground Alpha for more details.
Halt time: Specifies the number of seconds, from the beginning of the render, until rendering is halted (instead of the usual unbounded rendering time).
Halt SPP: Specifies the number of samples per pixel (SPP) at which rendering is halted (instead of the usual unbounded number of samples per pixel).
This section is only visible if a supported GPU (or CPU device, if CPU devices are enabled) was detected. Please see the System Requirements page for more information on GPU acceleration requirements.
Enable OpenCL Rendering: This checkbox specifies whether OpenCL should be used for rendering. Note that Indigo currently does not support bidirectional path tracing with OpenCL rendering, so enabling this will temporarily force single-directional path tracing.
Device Selection: This control allows you to select one or more devices to use for OpenCL rendering.
When a device is selected, some additional information about the device is listed below.
Max path depth: This sets the maximum number of bounces for a path. Setting this to a smaller number will speed up the rendering, but may result in complicated glass geometry rendering incorrectly. Likewise, increasing this setting will slow down the rendering.
This section displays assorted information about the currently loaded scene.
Foreground alpha is a rendering mode that sets the pixel alpha (opacity) based on if the pixel is considered to be in the scene foreground or background.
If you enable foreground alpha, then when you save your image to PNG or EXR, or any format that supports an alpha channel, then transparency information will be included in the saved image. This allows for easy compositing of the objects in your scene over a background image.
For an example, see the Compositing with shadow pass tutorial.
Here is a render made with foreground alpha enabled. The grey checkerboard pattern indicates alpha zero (fully transparent) pixels.
The foreground alpha option is found in the render settings section:
The controls in this section allow you to view and modify the light layers present in the scene, and their contributions to the final image.
For each light layer present in the scene, a corresponding set of controls is available allowing you to adjust the overall gain and colour tinting, either via a standard RGB colour or using a colour temperature.
Example of light layer interface (click to enlarge). Click here to download this example scene.
The network rendering section of the Render Settings view lists all the connected slaves, and allows you to toggle whether or not the master should render as well.
The render queue lists the current batch of scenes to be rendered.
When loading a scene normally from inside the Indigo GUI, only a single item is added to the render queue, however multiple scenes can be added, with a halting condition (on rendering time, samples per pixel or both) to specify how long they should render for.
A Render Queue can be saved by clicking File -> Save Queue. A Indigo Queue file is automatically created when exporting animations from Indigo's 3D modelling package plugins. More information about saving and using Render Queues.
While rendering, the Indigo core will output diagnostic information about the scene and the render status. This can be useful in diagnosing problems, and including a render log with an error report is always welcome.
While Indigo is rendering a scene, you can save the HDR buffer into an Indigo Image (file extension .IGI) to resume rendering later.
The Indigo Image stores all the information about a render in progress, so if the same scene is loaded again later (even after the rendering has been stopped and Indigo closed), the current rendering state can be fully restored using the IGI file.
To resume rendering a scene using a saved IGI, follow these steps:
The IGI doesn't store information about the actual scene to be rendered (i.e. models and textures), only about the state of rendering it, so the scene file is still necessary to carry on rendering. You must open the same scene that you were rendering when you saved the IGI.
Indigo has several of its own file types for use specifically with Indigo.
IGM | Indigo Material. Contains material information, but nothing else. |
PIGM | Packed Indigo Material. Contains material information and anything else relevant to the material, such as textures. Can be unzipped with compression programs such as 7-Zip. This is the preferred format for distributing Indigo materials. |
IGI | Indigo Image. Contains information saved from an Indigo render. Used for resuming renders. |
IGS | Indigo Scene. Contains information about an Indigo scene saved on disk. |
PIGS | Packed Indigo Scene. A self-contained archive with everything needed to render a scene, including all referenced models and textures etc. Can be unzipped with compression programs such as 7-Zip. This is the preferred format for distributing Indigo scenes. |
IGQ | Indigo Queue format. Lets the user render multiple scenes after each other. The rendering process and halt settings of the different frames can be controlled in the Render Queue window. Used for rendering sequences and animations. |
PIGQ | Packed Indigo Queue. A self-contained archive with everything needed to render a sequence of scenes, including all referenced scenes, models and textures etc. Can be unzipped with compression programs such as 7-Zip. This is the preferred format for distributing Indigo animations. |
The options dialog holds settings for the Indigo user interface and rendering options, networking configuration and OpenGL / input controls.
We'll cover these sections sequentially, corresponding to tabs in the options dialog:
Indigo's ability to dynamically edit scene data allows for realtime camera movement, which is very useful for final tweaking of a shot, or simply exploring the scene with full lighting.
There are two ways to effect realtime camera changes: via the on-screen buttons, and via keyboard and mouse controls.
To use the on-screen buttons, click and drag on the buttons in the top-right corner of the main render and OpenGL preview windows:
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Rotate | Rotates the camera's view direction. |
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Pan | Pans the camera. |
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Dolly | Moves the camera forwards and backwards along the view direction. |
In the main render or OpenGL preview window:
Hold Alt + left mouse button, drag | Rotate | Rotates the camera's view direction. |
Hold Alt + middle mouse button, drag | Pan | Pans the camera. |
Hold Alt + right mouse button, drag up/down | Dolly | Moves the camera forwards and backwards along the view direction. |
Holding the Shift key while performing these actions reduces the mouse sensitivity, for more fine-grained control.
Mouse sensitivity and inversion options can found in the Options dialog, in the "OpenGL and Controls" tab.