Indigo Renderer 3.2.9
Re: Indigo Renderer 3.2.9
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...
That should be only loaded if available to save RAM!
Also in the opening Dialog you allow *.tiff files instead of *.tif...
Re: Indigo Renderer 3.2.9
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.
Well I'm not saying, both filenames do coexist in practice.
Re: Indigo Renderer 3.2.9
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!
So Glare just needs to add *.tiff to the Formats, so the become visible in the opening dialog again...
Thanks for the hint CTZn!
Re: Indigo Renderer 3.2.9
news?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 <---
Re: Indigo Renderer 3.2.9
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
Re: Indigo Renderer 3.2.9
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?
Re: Indigo Renderer 3.2.9
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...
so lets see what the next beta phase will bring new :)
My fav is everything that enhanced performance and better GPU + CPU utilization...
Re: Indigo Renderer 3.2.9
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.
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.
Re: Indigo Renderer 3.2.9
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:2. Even though the master does not calculates, it continues to update the image on disk.
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...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.
Re: Indigo Renderer 3.2.9
This works fine for me.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 <---
Re: Indigo Renderer 3.2.9
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.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...
Re: Indigo Renderer 3.2.9
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"
It loads with "Bytes per pixel: 4"
- Attachments
-
- 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.
Re: Indigo Renderer 3.2.9
That texture loads with Bytes per pixel: 3 on my machine.
Re: Indigo Renderer 3.2.9
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...
***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.
Re: Indigo Renderer 3.2.9
I think according to that PNG image header, it has 4 channels of data (RGBA).
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