Indigo Renderer 3.6.3 Beta Release

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Indigo Renderer 3.6.3 Beta Release

Post by OnoSendai » Fri Jan 04, 2013 12:47 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_3.6.3_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.
Attachments
multifractal_test.igs
(4.56 KiB) Downloaded 313 times
fbm_new_test.igs
(4.3 KiB) Downloaded 277 times

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Zom-B
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Re: Indigo Renderer 3.6.3 Beta Release

Post by Zom-B » Fri Jan 04, 2013 3:34 am

I have problem finding the following stuff -.-'
* Added context sensitive Add node button to link field to add materials and media to empty link fields for faster workflow
* Added "Add Section Plane" Action
* Added "Scene" menu, containing all "Add *" commands.

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OnoSendai
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Re: Indigo Renderer 3.6.3 Beta Release

Post by OnoSendai » Fri Jan 04, 2013 3:45 am

The scene menu is in the top menu bar of the Indigo GUI.

FakeShamus
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Re: Indigo Renderer 3.6.3 Beta Release

Post by FakeShamus » Fri Jan 04, 2013 5:05 am

awesome - lots of updates here
and that UV bug is fixed, working great now, thanks!

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CTZn
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Re: Indigo Renderer 3.6.3 Beta Release

Post by CTZn » Fri Jan 04, 2013 6:34 am

wow very cool log !
* After editing constant value for param, changes to constant from e.g. shader mode.
I don't understand that one though.
* Forcing a min number of subdivs for view-dependent subdiv so off-camera geometry is subdivided a bit.
Ah well, might be a good thing. Recently however I took the habit to pre-subdivide geometry to the final level minus two, both final levels being achieved by Indigo. My concern now is that in such a case the trianles count might raise to unwanted values off camera eventually. Just a headup.

Edit: oh boy I love the new fbm ^^ The (shiny) multifractal uses a float input too for octaves though it doesn't respond to decimal changes.

Mapping the octave param makes natural transitions better.

Coen Naninck

Re: Indigo Renderer 3.6.3 Beta Release

Post by Coen Naninck » Fri Jan 04, 2013 2:34 pm

Rendering with CPU keeps a black screen, even after several minutes of rendering. Rendering with CUDA does that too, but after a few passes a render-in-progress is shown. This is not specific to this beta, for it has always been this way with CPU rendering for me. Just thought I'd post it in here. Not that it matters, because I only use CUDA rendering anyway, but you might want to look at it.

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Re: Indigo Renderer 3.6.3 Beta Release

Post by Zom-B » Fri Jan 04, 2013 7:53 pm

Hey Coen,

Are you encountering that issue also with the erotica testscene?
You are talking about the usual rendermodes like MLT+Bidir and PT+BiDir,
or about OpenCL on the CPU??!
What CPU do you have?

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Re: Indigo Renderer 3.6.3 Beta Release

Post by OnoSendai » Sat Jan 05, 2013 3:00 am

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.

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Re: Indigo Renderer 3.6.3 Beta Release

Post by CTZn » Sat Jan 05, 2013 3:50 am

:o but it was fast already

If you are inclined to I'd like to invite you to a lecture on voronoi metrics:

http://www.personal.kent.edu/~rmuhamma/ ... pgeom.html

The Karlsruhe variant would make nice crackings for instance but the simplest "edge distance metric" as linked would be of great help:

http://people.cs.uct.ac.za/~chultqui/ho ... i_part.png

That would pretty much wrap the noises set...

On a different note, it would be good to hear from users on Bugs and Requests, every one can have his share !

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Re: Indigo Renderer 3.6.3 Beta Release

Post by FakeShamus » Sat Jan 05, 2013 3:58 am

OnoSendai wrote: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.
...I was about to mention this. way slow compared to last version.

on another note, when can we expect an exporter update for all the cool new toys?

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Re: Indigo Renderer 3.6.3 Beta Release

Post by OnoSendai » Sat Jan 05, 2013 4:09 am

CTZn wrote::o but it was fast already

If you are inclined to I'd like to invite you to a lecture on voronoi metrics:

http://www.personal.kent.edu/~rmuhamma/ ... pgeom.html

The Karlsruhe variant would make nice crackings for instance but the simplest "edge distance metric" as linked would be of great help:

http://people.cs.uct.ac.za/~chultqui/ho ... i_part.png

That would pretty much wrap the noises set...

On a different note, it would be good to hear from users on Bugs and Requests, every one can have his share !
Yeah, will add a way to get the distance from nearest point for Voronoi.

I'll also add Voronoi noise as a basis option for FBM and multifractal :)

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Re: Indigo Renderer 3.6.3 Beta Release

Post by OnoSendai » Sat Jan 05, 2013 4:45 am

Voronoi basis
Attachments
voronoi basis.jpg

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Re: Indigo Renderer 3.6.3 Beta Release

Post by OnoSendai » Sat Jan 05, 2013 5:13 am

Voronoi FBM (for H=1.6)
Attachments
voronoi FBM.jpg

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Re: Indigo Renderer 3.6.3 Beta Release

Post by OnoSendai » Sat Jan 05, 2013 5:14 am

CTZn wrote::o but it was fast already

If you are inclined to I'd like to invite you to a lecture on voronoi metrics:

http://www.personal.kent.edu/~rmuhamma/ ... pgeom.html

The Karlsruhe variant would make nice crackings for instance but the simplest "edge distance metric" as linked would be of great help:

http://people.cs.uct.ac.za/~chultqui/ho ... i_part.png

That would pretty much wrap the noises set...

On a different note, it would be good to hear from users on Bugs and Requests, every one can have his share !
By the way,
because the ISL voronoi() function returns the closest point, you can compute any distance metric you want yourself in ISL.

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Re: Indigo Renderer 3.6.3 Beta Release

Post by CTZn » Sat Jan 05, 2013 6:04 am

OnoSendai wrote:Voronoi FBM (for H=1.6)
Great really !
OnoSendai wrote:By the way,
because the ISL voronoi() function returns the closest point, you can compute any distance metric you want yourself in ISL.
I know that the voronoi ISL function is the base of them all, but that would be too complex for me :/

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