Indigo Renderer 3.2.3
Re: Indigo Renderer 3.2.3
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)
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)
Re: Indigo Renderer 3.2.3
I could save the render after 300s condition, however layers ceased working; it was not possible to compose with them.Zom-B wrote:But then I realized that the new version doesn't refresh Viweport after hitting the halt condition O_o
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
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.
I'm on a mac pro, OSX 10.6.8.
Re: Indigo Renderer 3.2.3
Thanks for the great testing Zom-B.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
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
Re: Indigo Renderer 3.2.3
great to hear that you could point it out and fix it!!
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Re: Indigo Renderer 3.2.3
Changelog:
sounds good though.
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 ground to new sky model.
couldn't find /figure this out ?* Added SunSkyControl for changing the sun/sky in realtime.
sounds good though.
Re: Indigo Renderer 3.2.3
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 :DJeff Hammond wrote:Changelog:couldn't find /figure this out ?* Added SunSkyControl for changing the sun/sky in realtime.
sounds good though.
Re: Indigo Renderer 3.2.3
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.
Re: Indigo Renderer 3.2.3
Hi, I'm trying the new sky model "captured-simulation", good job!
Question: it does not work with exit portals on...right?
Bye
Question: it does not work with exit portals on...right?
Bye
Re: Indigo Renderer 3.2.3
Can we set the material for the Ground? (e.g. sea surface)Added ground to new sky model
;-)
Re: Indigo Renderer 3.2.3
Not currently.delle wrote:Can we set the material for the Ground? (e.g. sea surface)Added ground to new sky model
I could allow the ground RGB colour to be set, Would that work for you?
Re: Indigo Renderer 3.2.3
....I'm thinking about something, more general, like this:OnoSendai wrote:Not currently.delle wrote:Can we set the material for the Ground? (e.g. sea surface)Added ground to new sky model
;-)
I could allow the ground RGB colour to be set, Would that work for you?
http://farm4.static.flickr.com/3140/250 ... c9b89a.jpg
Re: Indigo Renderer 3.2.3
...or maybe a city (texture) landscape image, like this:
http://www.satimagingcorp.com/galleryim ... lution.jpg
http://www.satimagingcorp.com/galleryim ... lution.jpg
Re: Indigo Renderer 3.2.3
Or perhaps a masked exr ?delle wrote:...or maybe a city (texture) landscape image, like this: [...]
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>
Re: Indigo Renderer 3.2.3
Can you please post the result Image (sort of).. Thank you[...]This works [...]
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