Indigo Renderer 4 public beta

General News and accouncements regarding the Indigo render engine
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Zom-B
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Re: Indigo Renderer 4 public beta

Post by Zom-B » Sat Apr 30, 2016 8:56 pm

davide445 wrote:Any more realistic scene to compare? What about achieving the same spp? :)
SPP can't be compared between Render Engines, since they calculate samples in a different way!
Time is the only thing that could be used to compare in a realistic way...

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Re: Indigo Renderer 4 public beta

Post by davide445 » Sat Apr 30, 2016 9:12 pm

Zom-B wrote:SPP can't be compared between Render Engines, since they calculate samples in a different way!
Time is the only thing that could be used to compare in a realistic way...
Was reading this interesting article
http://blog.boxxtech.com/2014/10/02/gpu ... enchmarks/
about objective render comparisons. Will be nice to use the methodology with the listed GPU renderer.

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Re: Indigo Renderer 4 public beta

Post by Oscar J » Sun May 01, 2016 2:15 am

Not saying that's a bad suggestion, but I definitely think side by side image comparison is the best method. After all, we're the ones to judge whether the renders look good or not, not some algorithm. :)

Luxrender is much closer than Cycles. They have had OpenCL since 2011 I think. Still, Lux has significantly more noise (including box noise), worse AA and about half the number of spp after the same time.
Attachments
lux indigo.jpg

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Re: Indigo Renderer 4 public beta

Post by davide445 » Sun May 01, 2016 3:38 am

Using the article system, cutting and pasting the different images from yours (so any jpeg re-encoding error need to be systematic) cutting out all text to got realistic results, I got this image noise data (lower is better):

Lux: 11.95
Indigo (lux test) 16.97
Indigo (cycles test) 17:81
Cycles: 18:69

So for some reason the tool calc the Lux image as the one with the highest quality, something my eyes didn't agree about. Maybe we need to work on the RAW images and not the compressed one.
You are right OscarJ, better to look at the images!

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Re: Indigo Renderer 4 public beta

Post by CTZn » Sun May 01, 2016 4:24 am

I think that the luminosity of images should be compared too, or tonemapping matched better. A darker image will reveal more isolated 'hot' pixels and look noisier on the average surface.

It's a very tricky topic I think, and I use Indigo only.

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Re: Indigo Renderer 4 public beta

Post by Oscar J » Sun May 01, 2016 4:28 am

Yeah I tried matching Lux and Indigo reasonably close to each other. With Cycles there wasn't much to do, as the only tonemapping control I found there was "Exposure". Could use the nodes ofc, but... meh. :)

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Re: Indigo Renderer 4 public beta

Post by Originalplan® » Sun May 01, 2016 9:22 am

BUG

In material Preview Window BUMP channel makes sphere primitives *un subdivided*
( Not only sphere primitives but teapot too < serious problem :) )
Was perfect in 4.31.
Also when BUMP is OFF then objects are back to normal.
Attachments
Screen Shot 2016-04-30 at 11.10.04 PM.jpg
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Screen Shot 2016-04-30 at 11.09.28 PM.jpg
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Screen Shot 2016-04-30 at 11.08.26 PM.jpg
Screen Shot 2016-04-30 at 11.07.57 PM.jpg
Screen Shot 2016-04-30 at 11.07.19 PM.jpg

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Re: Indigo Renderer 4 public beta

Post by CTZn » Sun May 01, 2016 10:38 am

That's a telltale that the bump value is too strong, and that it points to the displacement realm rather. Basically, if you have black zones away from the terminator (edge of shadow) when using bump, then you are doing it wrong. I understand that the here material is reflective though.

I know that well for I have explored procedural anisotropy, à la Passionated. The narrower the map details (ie the higher the frequency), the lower the gain. Twice the frequency, half the value. That simple. It's illustrated in the shader, where gain is divided by frequency.

By the way, displacement is just perfect now, performance-wise. Done right !

PS: example: if the distance between two peaks is 2mm, then a gain of 1mm will average their slope at ~45°.

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Re: Indigo Renderer 4 public beta

Post by vasco » Sun May 01, 2016 10:14 pm

Oscar J wrote:Yeah I tried matching Lux and Indigo reasonably close to each other. With Cycles there wasn't much to do, as the only tonemapping control I found there was "Exposure". Could use the nodes ofc, but... meh. :)
Hi Oscar, under the scene tab, you can find color management, where you can choose different response functions, or use curves.

btw. did you use hdri for lighting?
Maybe you could upload your scene, for doing some tests.

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Re: Indigo Renderer 4 public beta

Post by SreckoM » Sun May 01, 2016 11:06 pm

Just to confirm that Indigo 4 now works nice now on Ubuntu 16.04 with GPU.

Can I use current Blender exporter with Indigo4 or C4D?

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Re: Indigo Renderer 4 public beta

Post by Oscar J » Sun May 01, 2016 11:12 pm

Blenders current exporter works fine, at least on Mac. Cindigo should work too with standalone, though I think they're working on an update.

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Re: Indigo Renderer 4 public beta

Post by SreckoM » Sun May 01, 2016 11:25 pm

Thanks!

One more question, how can I upgrade to 4.0? And what is pricing, can not see that on Buy Now page.

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Re: Indigo Renderer 4 public beta

Post by Oscar J » Sun May 01, 2016 11:29 pm

http://www.indigorenderer.com/documenta ... -indigo-3-

This is not linked yet on the Buy Now page for some reason.

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Re: Indigo Renderer 4 public beta

Post by pixie » Mon May 02, 2016 7:38 am

FastSSS gpu vs cpu
It screams fast!

The material clearly shows this behavior
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jade.zip
Material
(598 Bytes) Downloaded 164 times
jade_dragon.Scene.00002CPU.jpg
CPU
jade_dragon.Scene.00002.jpg
GPU

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Re: Indigo Renderer 4 public beta

Post by Patrice » Mon May 02, 2016 3:59 pm

Except on Mac Pro, somebody run GPU mode on a Mac to render something else than a sphere ?
If yes, what is your configuration ?
Thanks

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