Indigo Renderer 3.6.20 Beta Release

General News and accouncements regarding the Indigo render engine
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fused
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Indigo Renderer 3.6.20 Beta Release

Post by fused » Tue Aug 27, 2013 4:38 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_3.6.20_Setup.exe

Indigo for Windows 64-bit:
IndigoRenderer_x64_3.6.20_Setup.exe

Indigo for Linux 32-bit:
IndigoRenderer_v3.6.20.tar.gz

Indigo for Linux 64-bit:
IndigoRenderer_x64_v3.6.20.tar.gz

Indigo for Mac OSX (10.6 - 10.8 ):
IndigoRenderer3.6.20.dmg


Indigo RT for Windows 32-bit:
IndigoRT_3.6.20_Setup.exe

Indigo RT for Windows 64-bit:
IndigoRT_x64_3.6.20_Setup.exe

Indigo RT for Linux 32-bit:
IndigoRT_v3.6.20.tar.gz

Indigo RT for Linux 64-bit:
IndigoRT_x64_v3.6.20.tar.gz

Indigo RT for Mac OSX (10.6 - 10.8 ):
IndigoRT3.6.20.dmg

Changelog:
3.6.20
* Resurrected the pack/unpack tool menu commands to get around problem of PIGS being extracted in temp dir when opened directly.
* Made scene/mat packing save ZIP files that play nice with 7-zip etc.. when it comes to path names with Unicode characters.
* Made scene/mat packing and unpacking have a progress bar UI that doesn't lock up the GUI.
* Fixed removing of alpha channel for shadow pass
* Fixed GUI hanging when stopping the render/closing the scene while transferring large buffers during network rendering.
* Fixed crash with foreground alpha, bidir + participating media.
* Increased default image save period to 30 mins.
* Fixed a bug where a scene with GPU use loaded on a computer without a GPU blocks the render mode from being changed.
* Fixed permissions issues on OSX.
* Fixed UI for volume parameters (e.g. medium absorption) not displaying and storing shader parameters.
* Fixed issue where network rendering could lock up the GUI on some scenes with many instances referring to large meshes.
* Fixed issues with loading interlaced PNGs causing 'Invalid chunk type' errors.

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pixie
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Re: Indigo Renderer 3.6.20 Beta Release

Post by pixie » Fri Aug 30, 2013 9:14 am

In PT MLT an invisible light ceases to be. Works on Bidir MLT and Bidir PT

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Re: Indigo Renderer 3.6.20 Beta Release

Post by ENSLAVER » Tue Sep 03, 2013 6:11 pm

I get an "indigo.exe has stopped working" crash when I try to save an image file from an IGI that has no scene attached.

Open .IGI
Try to save image
Crash

If I resume the scene using the same IGI and try to save the image it works fine. I'm not sure if the windows dump files are of any use, attached anyway.
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crashdump.7z
(1.13 MiB) Downloaded 268 times

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Re: Indigo Renderer 3.6.20 Beta Release

Post by OnoSendai » Wed Sep 04, 2013 4:08 am

ENSLAVER: Fixed for next release.

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Re: Indigo Renderer 3.6.20 Beta Release

Post by OnoSendai » Wed Sep 04, 2013 5:07 am

pixie wrote:In PT MLT an invisible light ceases to be. Works on Bidir MLT and Bidir PT
Can you send us a simple packed scene showing this problem?
Thanks!

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Re: Indigo Renderer 3.6.20 Beta Release

Post by Zom-B » Wed Sep 04, 2013 5:56 am

OnoSendai wrote:
pixie wrote:In PT MLT an invisible light ceases to be. Works on Bidir MLT and Bidir PT
Can you send us a simple packed scene showing this problem?
Thanks!
I can confirm that invisible LightSources only work in BiDir modes!

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Re: Indigo Renderer 3.6.20 Beta Release

Post by OnoSendai » Wed Sep 04, 2013 5:58 am

Zom-B wrote:
OnoSendai wrote:
pixie wrote:In PT MLT an invisible light ceases to be. Works on Bidir MLT and Bidir PT
Can you send us a simple packed scene showing this problem?
Thanks!
I can confirm that invisible LightSources only work in BiDir modes!
Send a scene, works fine here.

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Re: Indigo Renderer 3.6.20 Beta Release

Post by Zom-B » Wed Sep 04, 2013 6:15 am

here you go:
Attachments
BlackEmitter.pigs
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Re: Indigo Renderer 3.6.20 Beta Release

Post by OnoSendai » Wed Sep 04, 2013 9:58 am

Zom-B wrote:here you go:
Thanks for test scene. The issue was only showing up when light albedo was zero. Have fixed for next release.

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Re: Indigo Renderer 3.6.20 Beta Release

Post by pixie » Wed Sep 04, 2013 7:36 pm

OnoSendai wrote:
Zom-B wrote:here you go:
Thanks for test scene. The issue was only showing up when light albedo was zero. Have fixed for next release.
Naughty fused, naughty naughty! xD

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