Indigo Renderer 3.6.4 Beta Release

General News and accouncements regarding the Indigo render engine
User avatar
Pibuz
1st Place 100
Posts: 2646
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Re: Indigo Renderer 3.6.4 Beta Release

Post by Pibuz » Sat Jan 12, 2013 6:33 am

Yes. That, or something similar..

User avatar
Zom-B
1st Place 100
Posts: 4700
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: Indigo Renderer 3.6.4 Beta Release

Post by Zom-B » Sat Jan 12, 2013 7:02 am

The Big benefit is already included alpha in the rendering is that DOF blurred areas in the BG are impossible to cut out using a alpha mask! Aperture Diffraction has the same problems...

Actually all the render passes stuff should be reworked I think.

Having them in separate Light Layers and calculated by usage of the running render process like recycling data.
Or at least one Layer rendermode where all passes get rendered at once (on Layers) if recycling of actual data is to "expensive" in performance or even not possible.

User avatar
zeitmeister
2nd Place 100
Posts: 2010
Joined: Tue Apr 22, 2008 4:11 am
Location: Limburg/Lahn, Germany
Contact:

Indigo Renderer 3.6.4 Beta Release

Post by zeitmeister » Sun Jan 13, 2013 1:14 am

+1 concerning the alpha "issue"...

User avatar
Zom-B
1st Place 100
Posts: 4700
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: Indigo Renderer 3.6.4 Beta Release

Post by Zom-B » Tue Jan 15, 2013 4:02 am

Regarding the Foreground-Render a small bug:
FR doesn't work with ExitPortals. Would be nice if they would get ignored for that kind of renderings :)

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: Indigo Renderer 3.6.4 Beta Release

Post by OnoSendai » Tue Jan 15, 2013 11:01 am

dag wrote:
OnoSendai wrote:
dag wrote:Spherical tiles ok now, but there's vertical lines that are brighter on both edges.
Better yet, can you send me the (simplified) scene?
Happens only with bidir.
(Hopefully) fixed now. Thanks for the neat testscene!

User avatar
Zom-B
1st Place 100
Posts: 4700
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: Indigo Renderer 3.6.4 Beta Release

Post by Zom-B » Wed Jan 16, 2013 1:06 am

Here another Example of using the Foreground Alpha rendering in a real life scenario for background replacement, I scaled that example to 200%:

The base rendering:
alpha bad base.jpg
Applied alpha foreground mask:
alpha bad.jpg
Example of background replacement:
alpha bad2.jpg
You can see that white outline on the parsley :/

FakeShamus
Posts: 512
Joined: Wed May 02, 2007 11:34 am

Re: Indigo Renderer 3.6.4 Beta Release

Post by FakeShamus » Wed Jan 16, 2013 1:17 am

Zom-B wrote:You can see that white outline on the parsley :/
In this case you are trying to replace a very brightly lit background with a much darker one, though. There is bound to be some strong back-lit parsley edges there with your light set-up.

User avatar
Zom-B
1st Place 100
Posts: 4700
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: Indigo Renderer 3.6.4 Beta Release

Post by Zom-B » Wed Jan 16, 2013 2:10 am

FakeShamus wrote:
Zom-B wrote:You can see that white outline on the parsley :/
In this case you are trying to replace a very brightly lit background with a much darker one, though. There is bound to be some strong back-lit parsley edges there with your light set-up.
I was referring to the 1pixel edge around the parsley and not the overall contrast / brightness.
A such "extreme" example was only made to show the problem clearly!

Since no DOF Blur or Aperture Diffraction was set here the withe pixel border is rather because of alpha masking in PostPro...

Also a BIG benefit for alpha background directly in the renderer would be the the possibility to keep reflections on windows in interiors. Atm I have a technique to get them by disabling Sky in the LightLayers, but it simply isn't that great...

FakeShamus
Posts: 512
Joined: Wed May 02, 2007 11:34 am

Re: Indigo Renderer 3.6.4 Beta Release

Post by FakeShamus » Wed Jan 16, 2013 3:50 am

yes, totally. and I strongly support this idea of integrated alpha layer rendering, I was just pointing out that in most real-life situations it's not that big of an issue. you can make convincing composites using the alpha masks as-is.

but another thought is that it would actually be amazing if the layer + alpha concept could be extended to an individual object level, with the ability to render cut-outs of any part of your scene to its own layer for specific imaging needs.

StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Re: Indigo Renderer 3.6.4 Beta Release

Post by StompinTom » Wed Jan 16, 2013 12:36 pm

Zom-B wrote:Here another Example of using the Foreground Alpha rendering in a real life scenario for background replacement, I scaled that example to 200%:

The base rendering:
alpha bad base.jpg
Applied alpha foreground mask:
alpha bad.jpg
Example of background replacement:
alpha bad2.jpg
You can see that white outline on the parsley :/
Quote for support! Separate alpha render is great, but fails on cases like these. Don't suppose there would be a way to extend that to glass materials / semi-transparent (phong + null blends) as well?

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: Indigo Renderer 3.6.4 Beta Release

Post by OnoSendai » Thu Jan 17, 2013 1:43 am

Hi All,
The alpha rendering in Indigo could certainly do with an improvement. We'll try and get round to looking at that soon.

User avatar
Zom-B
1st Place 100
Posts: 4700
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: Indigo Renderer 3.6.4 Beta Release

Post by Zom-B » Thu Jan 24, 2013 8:59 pm

OnoSendai wrote:The alpha rendering in Indigo could certainly do with an improvement. We'll try and get round to looking at that soon.
Hey Ono, I just have a project in my Pipeline that would benefit of improved alpha rendering.
No pushing at all, I'm just curious if there are plans to release here something soon, so I know if I need to figure out some workaround for that :)

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: Indigo Renderer 3.6.4 Beta Release

Post by OnoSendai » Wed Jan 30, 2013 9:01 am

Hi All,
Just a note that we now have some preliminary support for alpha channels in the foreground render directly.

StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Re: Indigo Renderer 3.6.4 Beta Release

Post by StompinTom » Wed Jan 30, 2013 11:35 am

OnoSendai wrote:Hi All,
Just a note that we now have some preliminary support for alpha channels in the foreground render directly.
Great news!

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: Indigo Renderer 3.6.4 Beta Release

Post by CTZn » Wed Jan 30, 2013 11:54 am

I'm curious about that !

Issue when loading back an IGM of a coating material: the substrate has no name and no type showing up, and Indigo will lost the reference to the node after the first material edit.

Same issue when loading back a double-sided material, win64.

Post Reply
34 posts

Who is online

Users browsing this forum: No registered users and 56 guests