Indigo Renderer 3.4.6

General News and accouncements regarding the Indigo render engine
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fused
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Re: Indigo Renderer 3.4.6

Post by fused » Fri Aug 31, 2012 9:36 am

Oscar J wrote:It crashes after a few seconds using IES lights.
Any chance we could get a scene that shows this problem? IES lights seem to work fine here.

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Oscar J
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Re: Indigo Renderer 3.4.6

Post by Oscar J » Fri Aug 31, 2012 5:23 pm

It did? Hmm...

Code: Select all

2012-08-31 07.17.58	[0x0-0xad0ad].com.apple.IndigoRenderer[1038]	QPixmap::scaled: Pixmap is a null pixmap
2012-08-31 07.18.00	quicklookd[1035]	[QL] 'Creating thumbnail - cancelled' timed out for '<QLThumbnailRequest /Applications/Indigo Renderer/Indigo Manual.pdf>' (Start date: 2012-08-31 07:17:55 +0200)
2012-08-31 07.18.24	Spotify[437]	Media key event tap was disabled by timeout
2012-08-31 07.18.47	[0x0-0xad0ad].com.apple.IndigoRenderer[1038]	QPixmap::scaled: Pixmap is a null pixmap
2012-08-31 07.19.11	com.apple.launchd.peruser.501[217]	([0x0-0xad0ad].com.apple.IndigoRenderer[1038]) Job appears to have crashed: Segmentation fault
2012-08-31 07.19.11	ReportCrash[1055]	Saved crash report for Indigo[1038] version 3.0 (244) to /Users/oscaroerikjohansson/Library/Logs/DiagnosticReports/Indigo_2012-08-31-071911_Oscar-Johanssons-iMac.crash
Here's the message and the pigs. :D
Attachments
Puffar.Scene.00010.pigs
(3.38 MiB) Downloaded 218 times

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Re: Indigo Renderer 3.4.6

Post by Zom-B » Fri Aug 31, 2012 6:19 pm

Scene works fine here... why does your error message says "Indigo[1038] version 3.0 (244)"??!

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Re: Indigo Renderer 3.4.6

Post by fused » Fri Aug 31, 2012 10:18 pm

Zom-B wrote:Scene works fine here... why does your error message says "Indigo[1038] version 3.0 (244)"??!
Because that's the version in the plist file :)

Oscar J wrote:It did? Hmm...

Code: Select all

2012-08-31 07.17.58	[0x0-0xad0ad].com.apple.IndigoRenderer[1038]	QPixmap::scaled: Pixmap is a null pixmap
2012-08-31 07.18.00	quicklookd[1035]	[QL] 'Creating thumbnail - cancelled' timed out for '<QLThumbnailRequest /Applications/Indigo Renderer/Indigo Manual.pdf>' (Start date: 2012-08-31 07:17:55 +0200)
2012-08-31 07.18.24	Spotify[437]	Media key event tap was disabled by timeout
2012-08-31 07.18.47	[0x0-0xad0ad].com.apple.IndigoRenderer[1038]	QPixmap::scaled: Pixmap is a null pixmap
2012-08-31 07.19.11	com.apple.launchd.peruser.501[217]	([0x0-0xad0ad].com.apple.IndigoRenderer[1038]) Job appears to have crashed: Segmentation fault
2012-08-31 07.19.11	ReportCrash[1055]	Saved crash report for Indigo[1038] version 3.0 (244) to /Users/oscaroerikjohansson/Library/Logs/DiagnosticReports/Indigo_2012-08-31-071911_Oscar-Johanssons-iMac.crash
Here's the message and the pigs. :D
Thanks for the scene!

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Oscar J
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Re: Indigo Renderer 3.4.6

Post by Oscar J » Sat Sep 01, 2012 6:25 am

You're welcome. Soooooo... how can I fix it?

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Re: Indigo Renderer 3.4.6

Post by fused » Sat Sep 01, 2012 6:29 am

Oscar J wrote:You're welcome. Soooooo... how can I fix it?
Well, the scene seems to work fine on windows so it must be a platform specific issue. Will need to look at it on a mac.

Apart from that, I think If you have a diffuse emitter (no IES) in the place where the IES light hits the wall you'd probably get a very similar result (plus it will probably render faster :) )

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Re: Indigo Renderer 3.4.6

Post by Zom-B » Thu Sep 06, 2012 8:03 pm

Hey Guys,

here are several things that popped out during working on the competition:

- PostPro AD doesn't work if you load a IGI into Indigo
- Why not save tonemapping, whitepoint etc. settings as metadata to IGI and load them probably if opened in Indigo?!
- Doing PostPro AD on a Region Rendering takes same time and RAM as for the whole resolution... why not focus the Filter on the small region instead??!
- Indigo Watermark seems to be "burned" into the IGI, opening it and doing tonemapping changes it too.
couldn't the watermark be set into a own layer that doesn't get touched by IGI tweaking?!

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Re: Indigo Renderer 3.4.6

Post by Mor4us » Fri Sep 07, 2012 9:13 pm

AD produces black fireflies on very bright parts of the image.

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Re: Indigo Renderer 3.4.6

Post by fused » Fri Sep 07, 2012 9:53 pm

Mor4us wrote:AD produces black fireflies on very bright parts of the image.
We fixed that for the next release. :)

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Re: Indigo Renderer 3.4.6

Post by Mor4us » Sat Sep 08, 2012 12:58 am

damn you're fast :D
feels like two days back i talked with Zom-B about it and you already fixed it!

great work

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Re: Indigo Renderer 3.4.6

Post by fused » Sat Sep 08, 2012 1:01 am

Mor4us wrote:damn you're fast :D
feels like two days back i talked with Zom-B about it and you already fixed it!

great work
Thanks!

All credit for that goes to Nick of course :)

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Re: Indigo Renderer 3.4.6

Post by Oscar J » Sat Sep 08, 2012 2:34 am

I get some crashing again, now using normal maps.

Code: Select all

2012-09-07 16.29.38	com.apple.launchd.peruser.501[216]	([0x0-0x1a41a4].com.apple.IndigoRenderer[2044]) Job appears to have crashed: Segmentation fault
Attachments
Normal Map - Crashing.pigs
(1.31 MiB) Downloaded 223 times

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Re: Indigo Renderer 3.4.6

Post by fused » Sat Sep 08, 2012 2:35 am

Looking into it.

edit: Managed to reproduce it :)

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Re: Indigo Renderer 3.4.6

Post by fused » Sat Sep 08, 2012 4:09 am

Something seems to be going on the the mesh. Normal maps work just fine with Indigo on OSX when I make a simple scene similar to your's. But when I change the path of the mesh to the one in your Scene Indigo will just crash. Really badly. Kinda hard to debug.

Can you try the latest Blendigo and see if it still happens?

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Re: Indigo Renderer 3.4.6

Post by MattMR2 » Mon Sep 10, 2012 9:22 pm

Hi all,

One question, Why you only use 49% of gpu in hybrid mode ?
http://matthieubarbie.files.wordpress.c ... go_gpu.png

It'll be better to use 100% or 99% of the gpu (the kepler architecture power up the gpu speed only at 98% - 100% of gpu use, here you use only the low frequencies. My gpu high speed is 1130 Mhz).

Why if it's just a problem with the transfert of data from main memory to gpu, why you not double the processes on gpu to use 100% of gpu acceleration ? It'll give more acceleration. I know that double on gpu it's not the data you send to gpu cause it'll slow down the processes, but why not double the sample by cycles, so same datas but two cycles in same time.

An idea ;)

Matt

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