Indigo Renderer 3.8.8

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Indigo Renderer 3.8.8

Post by OnoSendai » Tue Aug 05, 2014 9:40 am

This is just a minor release to support SkIndigo object scattering.

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_3.8.8_Setup.exe

Indigo for Windows 64-bit:
IndigoRenderer_x64_3.8.8_Setup.exe

Indigo for Linux 64-bit:
IndigoRenderer_x64_v3.8.8.tar.gz

Indigo for Mac OSX (10.6 - 10.8 ):
IndigoRenderer3.8.8.dmg


Indigo RT for Windows 32-bit:
IndigoRT_3.8.8_Setup.exe

Indigo RT for Windows 64-bit:
IndigoRT_x64_3.8.8_Setup.exe

Indigo RT for Linux 64-bit:
IndigoRT_x64_v3.8.8.tar.gz

Indigo RT for Mac OSX (10.6 - 10.8 ):
IndigoRT3.8.8.dmg

Changelog:
3.8.8
* Made shader optional for scatter.
* Added offset_uids option for <include> tag.

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DJ AntOn
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Re: Indigo Renderer 3.8.8

Post by DJ AntOn » Tue Aug 05, 2014 9:02 pm

when we see pure GPU rendering in Indigo Renderer version?

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Re: Indigo Renderer 3.8.8

Post by Zom-B » Tue Aug 05, 2014 9:24 pm

DJ AntOn wrote:when we see pure GPU rendering in Indigo Renderer version?
When its done! ;)

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OnoSendai
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Re: Indigo Renderer 3.8.8

Post by OnoSendai » Fri Aug 08, 2014 12:11 am

Updated build in place, new changelog:

3.8.8
* Made shader optional for scatter.
* Added offset_uids option for <include> tag.
* Made IGS XML element checking print a warning message to the render log / std out, instead of causing an error and stopping the scene loading.
This will allow the possibility of older Indigo versions rendering scenes saved for new IGS formats.
* Added orient_normal option for scattering.

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Zom-B
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Re: Indigo Renderer 3.8.8

Post by Zom-B » Fri Aug 08, 2014 12:21 am

OnoSendai wrote:* Added orient_normal option for scattering.
That sound handy!
Is this value a on/off setting, or can it be controlled 0-100%?!

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OnoSendai
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Re: Indigo Renderer 3.8.8

Post by OnoSendai » Fri Aug 08, 2014 12:23 am

Zom-B wrote:
OnoSendai wrote:* Added orient_normal option for scattering.
That sound handy!
Is this value a on/off setting, or can it be controlled 0-100%?!
on/off.

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Re: Indigo Renderer 3.8.8

Post by tar_gniK » Sun Aug 10, 2014 12:14 am

Quick note, you may want to update the installer for IndigoMax in the executable. Version in the install file is 0.37, while most recent is 0.3.11.

Only realised when I updated Indigo, started Max, and an old IndigoMax Material Editor bug had returned. Had to manually update eventually.

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OnoSendai
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Re: Indigo Renderer 3.8.8

Post by OnoSendai » Sun Aug 10, 2014 2:00 am

Updated build in place:
* Added support for object scatter groups.
* Added scale_std_dev and height_std_dev to scatters.

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Re: Indigo Renderer 3.8.8

Post by StompinTom » Tue Aug 12, 2014 1:52 am

OnoSendai wrote:Updated build in place:
* Added support for object scatter groups.
* Added scale_std_dev and height_std_dev to scatters.
Awesome! Sample code?

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OnoSendai
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Re: Indigo Renderer 3.8.8

Post by OnoSendai » Tue Aug 12, 2014 1:59 am

Code: Select all

<scatter>
    <name>the scatter</name>

    <proto_object_groups>
      <proto_object_group>
         <prototype_object_uid>4000</prototype_object_uid>
         <weight>1</weight>
      </proto_object_group>

      <proto_object_group>
        <prototype_object_uid>5000</prototype_object_uid>
        <weight>0.1</weight>
      </proto_object_group>
      
    </proto_object_groups>
   
    
    <density>20</density>

    <scale_std_dev>0.0</scale_std_dev>
    <height_std_dev>0.0</height_std_dev>

    <target_object_uid>2000</target_object_uid>

    <evenness>1.0</evenness>
  </scatter>
or it can be done by referring to geometry and materials directly:

Code: Select all

	<scatter>
		<uid>119</uid>
		<name><![CDATA[box on carpet base]]></name>
		<proto_object_groups>
				<proto_object_group>
					<geometry_uid>118</geometry_uid>
					<materials>
						<material_uid>101</material_uid>
					</materials>
					<weight>1.0</weight>
					<transform><matrix>7.747000e-001 0.000000e+000 0.000000e+000 0.000000e+000 2.794000e-001 0.000000e+000 0.000000e+000 0.000000e+000 3.175000e+000</matrix></transform>
				</proto_object_group>
		</proto_object_groups>
		<target_object_uid>116</target_object_uid>
		<density>20.0</density>
		<seed>1</seed>
		<view_culling>false</view_culling>
		<orient_normal>false</orient_normal>
		<scale_std_dev>0.0</scale_std_dev>
		<height_std_dev>0.0</height_std_dev>
		<evenness>0.5</evenness>
	</scatter>

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OnoSendai
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Re: Indigo Renderer 3.8.8

Post by OnoSendai » Tue Aug 12, 2014 5:49 am

Updated build:
Added evenness setting to scatters.
Added per-scattered object (object group) transforms.

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Re: Indigo Renderer 3.8.8

Post by Zom-B » Tue Aug 12, 2014 6:45 am

At some point you should update the initial changelog, thats quite a bunch for a silent update ;)

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