General News and accouncements regarding the Indigo render engine
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OnoSendai
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by OnoSendai » Fri Feb 17, 2012 2:11 am
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_3.2.8_Setup.exe
Indigo for Windows 64-bit:
IndigoRenderer_x64_3.2.8_Setup.exe
Indigo for Linux 32-bit:
IndigoRenderer_v3.2.8.tar.gz
Indigo for Linux 64-bit:
IndigoRenderer_x64_v3.2.8.tar.gz
Indigo for Mac OSX (10.5 - 10.7):
IndigoRenderer3.2.8.dmg
Indigo RT for Windows 32-bit:
IndigoRT_3.2.8_Setup.exe
Indigo RT for Windows 64-bit:
IndigoRT_x64_3.2.8_Setup.exe
Indigo RT for Linux 32-bit:
IndigoRT_v3.2.8.tar.gz
Indigo RT for Linux 64-bit:
IndigoRT_x64_v3.2.8.tar.gz
Indigo RT for Mac OSX (10.5 - 10.7):
IndigoRT3.2.8.dmg
Changelog:
3.2.8
* Updated sky data - sky is brighter, bright region around sun is narrower.
* Updated Technical Reference with some render settings.
* Fixed problem with exit portals and new sun/sky model.
* Fixed crash with ISL with circular binding of variables.
* Fixed bug with Phong resulting in fireflies at exponents near zero.
* Fixed issue where GPU path tracing wouldn't work with empty scenes.
* Fixed possible crash bug with OpenCL GPU acceleration
* Fixed GPU acceleration rendering some materials e.g. phong too darkly in some cases.
* Added optimisation for GPU acceleration: avoiding some traces.
* Fixed reporting of CUDA device name.
* Added check that the number of materials specified for the model is the same as required by the geometry (mesh).
* Fixed 'x' button in material editor crashing Indigo.
* Made CUDA out of memory error show human readable memory size.
* Made Oren Nayar default sigma 0.3 instead of 1.0.
* Made sampling of Phong more efficient when albedo param and spec. refl. param are both set.
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galinette
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by galinette » Fri Feb 17, 2012 3:05 am
OnoSendai wrote:
* Made sampling of Phong more efficient when albedo param and spec. refl. param are both set.
What, is this possible now? I probably missed some update... With 2.x, setting specular reflexion caused albedo to be black
Etienne
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OnoSendai
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by OnoSendai » Fri Feb 17, 2012 3:38 am
galinette wrote:OnoSendai wrote:
* Made sampling of Phong more efficient when albedo param and spec. refl. param are both set.
What, is this possible now? I probably missed some update... With 2.x, setting specular reflexion caused albedo to be black
Etienne
Hi Etienne,
It still is black - when spec. reflectivity is enabled, the diffuse albedo is disabled. It just renders more efficiently now.
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zeitmeister
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by zeitmeister » Fri Feb 17, 2012 4:01 am
Hey Ono,
light layer bug is still there... it would be nice if we could get some feedback about that.
I could keep bumping it
here, but I would be very happy if I could get any statement about that issue of you.
Pleasepleaseplease.
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OnoSendai
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by OnoSendai » Fri Feb 17, 2012 4:42 am
zeitmeister wrote:Hey Ono,
light layer bug is still there... it would be nice if we could get some feedback about that.
I could keep bumping it
here, but I would be very happy if I could get any statement about that issue of you.
Pleasepleaseplease.
Ok, will comment in other thread.
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snorky
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by snorky » Fri Feb 17, 2012 7:59 pm
...and stable release... ????
;)
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Zom-B
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by Zom-B » Sat Feb 18, 2012 12:10 am
snorky wrote:...and stable release... ????
Seems like Glare is only squashing bugs since the last stable build, not much that you can call a new feature to introduce bugs and stability issues...
This version should even run smoother then the last stable :D
I use the latest beta builds in my commercial projects since ever, if I find a show-stopper I fall-back to last used version and keep working...
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lycium
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by lycium » Sat Feb 18, 2012 12:13 am
Stable release is definitely on the way, we've been focusing on fixes and documentation in the last weeks
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CTZn
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by CTZn » Sat Feb 18, 2012 12:22 am
bright region around sun is narrower.
There may be something wrong around this
3.2.8_Win64_sun region.mp4
Last edited by
CTZn on Sat Feb 18, 2012 12:48 am, edited 1 time in total.
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OnoSendai
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by OnoSendai » Sat Feb 18, 2012 12:41 am
Hi CTZn,
What you are seeing there is bokeh, basically. The sun is blurred due to being out of focus.
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CTZn
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by CTZn » Sat Feb 18, 2012 12:48 am
Ah yes the object is 2cm high indeed. Weird, I never noticed this effect earlier, glad it's a false flag also.
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Jambert
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by Jambert » Sat Feb 18, 2012 3:05 am
Hello
I just upgrade my linux build, THX !!! :)
but still bug with large tri.
I don't use very last nvidia 295.20 but 190.10. Maybe you can try this .igs to see if it's linux issue
please have a look to it
thx
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Attachments
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- large tri.pigs
- (157.79 KiB) Downloaded 272 times
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Whaat
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by Whaat » Sat Feb 18, 2012 3:21 am
Hey, thanks for making the sky brighter - I was really noticing that the shadows are typically too dark.
I have a possibly new bug report that would be great to have fixed:
When you render a material ID or alpha render, if you have a material that uses a PNG with transparency (eg. a leaf of a tree) - The alpha render or ID render will not respect the transparency/null material. So instead of the render showing the outline of the clipped leaf, you get a render showing all the leaves as rectangles.
This makes these render modes somewhat useless if your scene contains vegetation (which all of mine typically do) and adds a fair bit of extra post pro work.
Hopefully, it's an easy fix. :)
Thanks!
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lycium
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by lycium » Sat Feb 18, 2012 3:24 am
The source of the problem is that those triangles are so thin, they become 1-dimensional lines (which cannot really be intersected by any ray).
The correct way to handle those kinds of situations looks like this (sorry for the poor diagram):
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Attachments
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- Avoiding degenerate triangles
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Zom-B
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by Zom-B » Sat Feb 18, 2012 3:26 am
just tested with 295.51 on my windows machine and having some issues here too, but less noticeable then in your pictures.
I remember that Indigo had (speed) problems with very long "needle" polygones... the knife tool could be a quick workaround here for the moment.
**EDIT**
Well explained Lyc...
Funny fact here is that Indigo in CPU mode renders fine here ^^
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