If you spot any bugs or problems, please make a post about them in this thread.
Thanks!
Indigo for Windows 32-bit:
IndigoRenderer_3.6.3_Setup.exe
Indigo for Windows 64-bit:
IndigoRenderer_x64_3.6.3_Setup.exe
Indigo for Linux 32-bit:
IndigoRenderer_v3.6.3.tar.gz
Indigo for Linux 64-bit:
IndigoRenderer_x64_v3.6.3.tar.gz
Indigo for Mac OSX (10.5 - 10.7):
IndigoRenderer3.6.3.dmg
Indigo RT for Windows 32-bit:
IndigoRT_3.6.3_Setup.exe
Indigo RT for Windows 64-bit:
IndigoRT_x64_3.6.3_Setup.exe
Indigo RT for Linux 32-bit:
IndigoRT_v3.6.3.tar.gz
Indigo RT for Linux 64-bit:
IndigoRT_x64_v3.6.3.tar.gz
Indigo RT for Mac OSX (10.5 - 10.7):
IndigoRT3.6.3.dmg
Changelog:
3.6.3
* Updated glossy transparent material to be more realistic
* Reduced noise for glossy transparent in some cases.
* Fixed scatter so that scattering on displaced objects works.
* Fixed bug with view-dependent subdiv for tri subdiv.
* Sped up view-dependent subdiv.
* Forcing a min number of subdivs for view-dependent subdiv so off-camera geometry is subdivided a bit.
* Sped up displacement
* Displace shader params can now use posOS().
* Added ridged FBM, also perlin and ridged multifractals.
* Added context sensitive Add node button to link field to add materials and media to empty link fields for faster workflow
* Changed default normal for section plane to 1,0,0
* Added "Add Section Plane" Action
* Added "Scene" menu, containing all "Add *" commands.
* Clamping coating thickness to >= 0.
* Improved many spin boxes to only show the number of decimal places needed.
* FIXED: 'Click to start rendering' is not displayed after loading materials.
* After editing constant value for param, changes to constant from e.g. shader mode.
* Made coating work with transparent (non-delta) materials.
* Fixed bug with UV layouts with multiple UV layers when saving.
EDIT: Added a couple of test scenes for checking out the new multifractal() and fbm() ISL functions.
EDIT: There's a problem with this build - the subdiv + displacement is way slower than it should be (4x or more). This is fixed for the next build.