General News and accouncements regarding the Indigo render engine
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FakeShamus
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by FakeShamus » Thu Jan 17, 2013 4:35 am
testing the OSX version now and subdivision is indeed fixed from the last version - runs almost 40% faster than 3.6.2 depending on the scene. awesome work, thanks!
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OnoSendai
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by OnoSendai » Thu Jan 17, 2013 4:49 am
FakeShamus wrote:testing the OSX version now and subdivision is indeed fixed from the last version - runs almost 40% faster than 3.6.2 depending on the scene. awesome work, thanks!
great
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everwind
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by everwind » Thu Jan 17, 2013 7:12 am
Hey !
Now that we have roughness instead of exponent, can we expect a new exporter for Blender soon :D ?
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OnoSendai
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by OnoSendai » Thu Jan 17, 2013 7:57 am
everwind wrote:Hey !
Now that we have roughness instead of exponent, can we expect a new exporter for Blender soon
?
Yes, tmrw maybe.
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FakeShamus
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by FakeShamus » Thu Jan 17, 2013 8:13 am
not meaning to derail, but can I re-iterate my request for the Blendigo sphere primitive? I've been using a work around, by exporting any spheres in my scenes using the old Blender 2.49 exporter and then typing in an .igs include path to merge them with the rest of my scene. would help me tremendously to not have to do that!
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OnoSendai
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by OnoSendai » Fri Jan 18, 2013 4:19 am
FakeShamus wrote:not meaning to derail, but can I re-iterate my request for the Blendigo sphere primitive? I've been using a work around, by exporting any spheres in my scenes using the old Blender 2.49 exporter and then typing in an .igs include path to merge them with the rest of my scene. would help me tremendously to not have to do that!
I'll see what I can do
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OnoSendai
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by OnoSendai » Fri Jan 18, 2013 5:00 am
FakeShamus wrote:not meaning to derail, but can I re-iterate my request for the Blendigo sphere primitive? I've been using a work around, by exporting any spheres in my scenes using the old Blender 2.49 exporter and then typing in an .igs include path to merge them with the rest of my scene. would help me tremendously to not have to do that!
Done:
http://www.indigorenderer.com/forum/vie ... =8&t=12143
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FakeShamus
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by FakeShamus » Fri Jan 18, 2013 5:11 am
wow, awesome - working great! thx!
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Zom-B
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by Zom-B » Fri Jan 18, 2013 7:19 am
I have a tiny request:
saving image on reach of halt parameter!
Atm if I render a animation, every frame gets saved after reaching halt parameter but not the last one.
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Zom-B
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by Zom-B » Fri Jan 18, 2013 10:18 pm
More small things to fix:
For Foreground Alpha and Material ID renderings please merge all LightLÖayers to a single one to avoid extreme RAM usage without any use.
Its stupid to deactivate all LL assignments or Lights before starting a render-pass.
During Scene build time you can click pause button without pausing the scene build, but then buttons gets mixed up.
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Pibuz
- Posts: 2646
- Joined: Tue Dec 11, 2007 7:58 am
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- 3D Software: SketchUp
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by Pibuz » Sun Jan 20, 2013 6:55 am
Something done about the sun light not showing with GPU acceleration on?
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Oscar J
- Posts: 2204
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by Oscar J » Mon Jan 21, 2013 4:36 am
My biggset problem with this release is this sign. This is an old scene without any coating materials whatsoever.
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Oscar J
- Posts: 2204
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by Oscar J » Mon Jan 21, 2013 4:43 am
Found the problem. Blendigo automatically changed all my specular materials into coating
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Pibuz
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by Pibuz » Mon Jan 21, 2013 5:18 am
Don't know what it is, but sometimes Indigo gives an error when dealing with PNGs. "Invalid chunk format" it says... It is something fixable?
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