Indigo Renderer 3.2.9

General News and accouncements regarding the Indigo render engine
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Zom-B
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Re: Indigo Renderer 3.2.9

Post by Zom-B » Fri Mar 16, 2012 4:52 am

Trusting the Output of Indigos Texture Editor it seems that Indigo always load the alpha Chanel of a PNG, even if that is empty.
That should be only loaded if available to save RAM!

Also in the opening Dialog you allow *.tiff files instead of *.tif...

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Re: Indigo Renderer 3.2.9

Post by CTZn » Fri Mar 16, 2012 7:53 am

Hi Zom-B, is there an application that you are using wich would not load tiff files ? You can just save or rename tif as tiff otherwise.

Well I'm not saying, both filenames do coexist in practice.

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Re: Indigo Renderer 3.2.9

Post by Zom-B » Fri Mar 16, 2012 8:02 am

Oh I see, double F seems to be common too ^^
So Glare just needs to add *.tiff to the Formats, so the become visible in the opening dialog again...

Thanks for the hint CTZn!

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Re: Indigo Renderer 3.2.9

Post by snorky » Mon Mar 19, 2012 8:52 pm

snorky wrote:maybe bug?

open an igm with displacement (texture)
start render
stop it
on property editor click on dispacement's image to set another "scale (b)" with up&down button
close texture editor window
try to restart
freeze

---> see render log and samples/s value when you change scale(b) value <---
news?

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CTZn
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Re: Indigo Renderer 3.2.9

Post by CTZn » Tue Mar 20, 2012 2:34 am

Also, Indigo doesn't seem to be able to load an igm with an include tag, either before or after having packed it successfully (can pack it, not open/import it).
Error: Failed to parse material: Unexpected element type: include

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Re: Indigo Renderer 3.2.9

Post by neo0. » Fri Mar 23, 2012 6:50 am

Hey all. Been awhile since I was on here. I'll admit. I was pretty excited for those volumetric clouds. Any word on them? ::) Any other new features in the pipeline?

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Re: Indigo Renderer 3.2.9

Post by Zom-B » Fri Mar 23, 2012 10:49 am

at the moment Glare seems to aim for a stable release candidate,
so lets see what the next beta phase will bring new :)

My fav is everything that enhanced performance and better GPU + CPU utilization...

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Re: Indigo Renderer 3.2.9

Post by fbrunell » Sun Apr 01, 2012 8:29 am

Maybe a feature and not a bug but it kinds of bug me :-)...

Blender 2.62.0 R44136
Blendigo 3.2.6.0
Indigo 3.2.8

I noticed that when Indigo master reaches the targeted sample count, it stops rendering but slaves do continue. Two problems I see with this :

1. If I would have 2 Indigo sessions running at the same time (1 I started 30 minutes ago and 1 I am starting now), the first Indigo session would hang slaves to a terminated image preventing them to start working on a second.
2. Even though the master does not calculates, it continues to update the image on disk. I had a render animation from blender of 50 frames. The background was almost white. With 2000 sample/sec, the image white background is not as white as with a 20000 samples/sec image. I had to start the last image again and stay close to my system to stop it when it reached 2000 samples/sec.

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Re: Indigo Renderer 3.2.9

Post by Zom-B » Sun Apr 01, 2012 9:19 pm

fbrunell wrote:2. Even though the master does not calculates, it continues to update the image on disk.
A behavior of Indigo I like to see fixed in the stable version too. Indigo keeps saving the image even if paused or reached halt time :(
fbrunell wrote:The background was almost white. With 2000 sample/sec, the image white background is not as white as with a 20000 samples/sec image. I had to start the last image again and stay close to my system to stop it when it reached 2000 samples/sec.
yes, if the image hasn't enough samples it may be darker then the same one with more samples. A high SuperSampling value enhances this darkening even more...

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Re: Indigo Renderer 3.2.9

Post by OnoSendai » Tue Apr 03, 2012 4:26 am

snorky wrote:maybe bug?

open an igm with displacement (texture)
start render
stop it
on property editor click on dispacement's image to set another "scale (b)" with up&down button
close texture editor window
try to restart
freeze

---> see render log and samples/s value when you change scale(b) value <---
This works fine for me.

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Re: Indigo Renderer 3.2.9

Post by OnoSendai » Tue Apr 03, 2012 4:28 am

Zom-B wrote:Trusting the Output of Indigos Texture Editor it seems that Indigo always load the alpha Chanel of a PNG, even if that is empty.
That should be only loaded if available to save RAM!

Also in the opening Dialog you allow *.tiff files instead of *.tif...
Hi Zom-B. I'm not sure what you mean by an 'empty' alpha channel. If the PNG has an alpha channel, Indigo loads it. If it doesn't, it doesn't.

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Re: Indigo Renderer 3.2.9

Post by Zom-B » Tue Apr 03, 2012 4:42 am

I just retested, and that behaivior seems to be only for some PNG images, like the one attached.
It loads with "Bytes per pixel: 4"
Attachments
PACKED_3_korken_mask2.png
PACKED_3_korken_mask2.png (9.3 KiB) Viewed 4055 times
Last edited by Zom-B on Tue Apr 03, 2012 4:51 am, edited 1 time in total.

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Re: Indigo Renderer 3.2.9

Post by OnoSendai » Tue Apr 03, 2012 4:47 am

That texture loads with Bytes per pixel: 3 on my machine.

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Re: Indigo Renderer 3.2.9

Post by Zom-B » Tue Apr 03, 2012 4:51 am

sorry, re-uploaded correct image -.-'


***EDIT***
I just found a reason for that behavior!
Handmade Textures, saved without reducing to background layer in PS seem to have that alpha layer.
It should be 100% empty and is recognizable after loading in PS having the image in "Layer 0",
instead of "background" layer...
Last edited by Zom-B on Tue Apr 03, 2012 4:57 am, edited 1 time in total.

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Re: Indigo Renderer 3.2.9

Post by OnoSendai » Tue Apr 03, 2012 4:57 am

I think according to that PNG image header, it has 4 channels of data (RGBA).

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