Indigo 0.9 test 3

General News and accouncements regarding the Indigo render engine
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Kram1032
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Post by Kram1032 » Mon Jul 23, 2007 10:07 am

@neepneep:

which rendersettings did you use?
Try to turn off Bidir.
If that doesn't work, try turning off Hybrid ( Metropolis, true, as in Participating Media, direct light using Pathtracing wont work too good) then, if you use any new features, try to turn them often, one by one...

If it then still doesn't work, it definitely is a heavy bug... Which I don't think :)

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Zom-B
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Post by Zom-B » Mon Jul 23, 2007 3:05 pm

Great work Ono... I love this frequent test versions, even if the changelog isn't very long :wink:

BTW, does "performance enhancements" mean more use of SSE,
and how are your plans for SSE2 & SSE3 etc. any chance of a backward compatible version using SEE 1, 2, 3 and even 4 in the future???
polygonmanufaktur.de

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OnoSendai
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Post by OnoSendai » Mon Jul 23, 2007 5:36 pm

ZomB wrote:Great work Ono... I love this frequent test versions, even if the changelog isn't very long :wink:

BTW, does "performance enhancements" mean more use of SSE,
and how are your plans for SSE2 & SSE3 etc. any chance of a backward compatible version using SEE 1, 2, 3 and even 4 in the future???
Performance enhancements means some SSE optimisation, faster kd-tree traversal, stuff like that.

I'll probably keep some switches so I can do SSE1 only builds in the future, yeah.

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rgigante
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Post by rgigante » Mon Jul 23, 2007 8:10 pm

Thanks Nick,

transform matrices works perfectly now. Thanks for rolling back. Keep listing for any material reorganization...


Best regards, Riccardo.

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OnoSendai
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Post by OnoSendai » Mon Jul 23, 2007 8:13 pm

rgigante wrote:Thanks Nick,

transform matrices works perfectly now. Thanks for rolling back. Keep listing for any material reorganization...


Best regards, Riccardo.
Well technically it wasn't a roll back, because back when the transform matrices could be non-orthogonal, I hadn't implemented instancing yet :)

Anyways, np.

tweeby
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Post by tweeby » Tue Jul 24, 2007 12:11 am

OnoSendai wrote:put something like this in .bat file Tweeby: (if ur on windows)

Code: Select all

set indigopath=.\indigo_console.exe
set testscenepath=\\lust\models\testscenes
set args=-t 1 -halt 36

%indigopath% "%testscenepath%/globe_test.igs" %args%
%indigopath% "%testscenepath%/exit_portal_test.igs" %args%
%indigopath% "%testscenepath%/simple_bump_test.igs" %args%
The script didn't work Indigo didn't start when i ran it :(. well i'll wait for Deltaepsylons script or until you made it implemented in Indigo thanks anyway for a awesome renderer :P. Btw is Indigo written in Visual C++?

neepneep
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Post by neepneep » Tue Jul 24, 2007 5:45 am

Kram1032 wrote:@neepneep:
Try to turn off Bidir.
doh! :D

blendergat
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Post by blendergat » Tue Jul 24, 2007 8:23 am

Wow this updates are fast, thanks!!!

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Camox
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Post by Camox » Wed Jul 25, 2007 12:22 am

Thanks Nick :D

greetz,
Camox :wink:

damian
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Post by damian » Wed Jul 25, 2007 4:41 am

OnoSendai
Good day time. My name is Damian. Iam from Russia, so sorry for my bad english. I have some ideas for future Indigo releases. I see it will be great usefull.

1) start/stop render button.
2) reload scenes without exiting indigo
3) when igs-file is bad - dont exit with error, but reset and stand by
4) in interface - simple scene setup before starting render: camera f-stop, render-size, rendering method, and etc.
5) add simple material editor with fast preview(like in Maxwell render)

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Zom-B
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Post by Zom-B » Wed Jul 25, 2007 6:25 am

damian wrote:3) when igs-file is bad - dont exit with error, but reset and stand by
This feature would be a blessing :D
polygonmanufaktur.de

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carbon
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Post by carbon » Wed Jul 25, 2007 7:12 pm

strange things happening to me, one scene will start on 900x600 resolution, but when i change just resolution on 2700x1800, indigo crashes, is that memory issue? got 3gb. last words from log

Code: Select all

Finished building tree.
AutoFocus: setting camera focus distance to 6.84124m.
Master buffer size: 222.473MB
RendererSettings::getInstance().metropolis: 1
RendererSettings::getInstance().bidirectional: 1
RendererSettings::getInstance().hybrid: 1
Starting threads... (num threads: 4)
Starting thread.(RNG seed=1185347101)
Starting thread.(RNG seed=2370694202)
Starting thread.(RNG seed=3556041303)
Finished initialisation
Starting thread.(RNG seed=446421108)
Doing initial warmup.Doing initial warmupDoing initial warmup..Doing initial warmup.....................
Done initial warmup.
Done initial warmup.
Done initial warmup.
Done initial warmup.
EDIT:
tried to turn off hybrid, same story
tried to put resolution back, indigo started normally
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OnoSendai
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Post by OnoSendai » Wed Jul 25, 2007 7:44 pm

Yup, probably out of RAM.

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carbon
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Post by carbon » Wed Jul 25, 2007 7:54 pm

oups, so i have optimize my scene, and ono, what about textures? i have some pretty hires textures included, are they memory eaters too?
EDIT: 370mb of them, some are 6000x6000, mostly around 2000x2000

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OnoSendai
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Post by OnoSendai » Wed Jul 25, 2007 8:05 pm

try turning supersamples_factor down if it is 3, change it to 2.
that will make the master buffer a bit smaller

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