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Re: Indigo Renderer 4 public beta

Posted: Fri Jul 01, 2016 1:56 am
by vasco
fourzeronine wrote:word on the street is 8GB $229 US. I may buy a bunch of these, and a couple more render licenses. :D
In Germany for 269€.

http://www.mindfactory.de/product_info. ... 09425.html

Re: Indigo Renderer 4 public beta

Posted: Fri Jul 01, 2016 8:25 am
by fourzeronine
vasco wrote:
fourzeronine wrote:word on the street is 8GB $229 US. I may buy a bunch of these, and a couple more render licenses. :D
In Germany for 269€.

http://www.mindfactory.de/product_info. ... 09425.html
That is too bad, they're usually selling for $239 here.

Re: Indigo Renderer 4 public beta

Posted: Thu Jul 07, 2016 3:11 pm
by Jeff Hammond
is there a central location/link with the public beta change logs?
i notice there's .39 now and just curious to read the list as happens with the other betas..
(i simply don't have the internet time currently to keep more in tune with the progress)

Re: Indigo Renderer 4 public beta

Posted: Thu Jul 07, 2016 9:11 pm
by Originalplan®
Jeff Hammond wrote:is there a central location/link with the public beta change logs?
i notice there's .39 now and just curious to read the list as happens with the other betas..
(i simply don't have the internet time currently to keep more in tune with the progress)
Hey Jeff. Here you go buddy.

4.30
More information about the new GPU rendering mode

Features not currently supported in GPU rendering mode (we're working on these and they will be supported as soon as possible)
* Architectural glass
* Double-sided thin material
* Glossy transparent material
* Normal maps
* Light layers

Features not currently supported in GPU rendering mode, that probably won't be available in the initial 4.0 release but later in the 4.x series:
* Sub-surface scattering / participating media
* Bidirectional path tracing
* Other render modes / channels: material ID, foreground alpha, depth and shadows
* Sphere primitives


Known issues with GPU rendering:
* Some realtime changes in GPU rendering mode may crash Indigo
* Max path depth is limited to around 8 bounces currently
* Sphere primitives not supported currently
* Sky colour is slightly different on GPU

4.31

* GPU PT: Various optimisations, makes rendering ~10% faster on Oscar's McLaren scene.
* GPU PT: OpenCL kernel builds should be much faster. (18.41 s down to 10.51 s on McLaren scene)
* GPU PT: Added support for 2 (was 1) uv sets on GPU.
* Fixed incorrect UVs in OpenGL preview for num uv sets > 1.
* Fixed "next image update in" status bar status for GPU rendering. (was just showing 'updating image')
* Indigo UI: Renamed "GPU acceleration" to "OpenCL rendering", colour coding the OpenCL device list by CPU/GPU type and labelling devices as such.
* Fixed problem with Linux build.

4.34
4.0.34
* GPU PT: Will show error dialog to users now on GPU path tracing init failure.
* GPU PT: Fixed crash on Linux.
* GPU PT: Improved handling of base emission for GPU, now handles all spectra types.

4.0.35
* Much faster rendering with motion blurred objects in most cases.
* Identifying material in error message for OpenCL processing failure.
* Not writing some XML elements if they have the default values - in <mesh>, <model2> etc..
* Accepting <uid> as well as <material_uid> in model2 material list. (saves space)

4.0.36
* Fixed problem with measured BRDF not being transferred during network rendering.
* GPU PT: Fixed crash on arch glass.
* GPU PT: fixed displacement shaders, were giving compile errors.
* GPU PT: Total used constant memory should now be < 64KB, which is the min guaranteed supported amount.
* Optimised and improved Indigo's phong, coating etc.. materials

4.0.38
* GPU PT: Added initial architectural glass support.
* GPU PT: Fixed problems with AMD GPU execution failing on large numbers of instances.
* GPU PT: Added initial Glossy Transparent material support.
* GPU PT: Added initial double-sided thin material support.
* GPU PT: Added step blend support for blend material.
* GPU PT: Faster updates for realtime camera movement etc..
* Added preliminary support for contribution clamping, including UI support. Works on CPU and GPU. Added controls to mode configuration area in render settings.
* Improved efficiency of Phong on CPU
* Improved convergence speed of Glossy Transparent material on CPU
* Some optimisations for double-sided thin and coating mats.
* Optimisation for CPU single dir and bidir.
* Displaying better names (not codenames) for AMD GPU devices.
* Fixed problem with OpenGL preview not loading properly in some cases.
* Fixed saving of images by indigo_console.
* Fixed resume rendering from an IGI file.
* Fixed issue with trying to create an empty output directory for image saving.
* Improved log messages for Network manager.
* Changed "gpu_path_tracing" scene node render setting to "gpu".

4.0.39
* GPU PT: Added initial normal-mapping implementation.
* Removed gpu accell checkbox being a persistent setting.
* Saving of loaded images should work again now.
* Fixed possible issue with Phong normal when uses as a substrate.
* Fixed exponent clamping for Phong and glossy transparent. Fixes black painting in Zom-b's bedroom benchmark scene.
* Fixed bump mapping not working with normal mapping
* Misc optimisations.
* Fixed noise issue with blends of diffuse and diffuse transmitter, especially with bidir.
* Updated bundled IndigoMax installer version to 0.5.0.

IndigoMax 0.5.0 has some initial support for Indigo 4
* Adds fast SSS material
* Adds measured material
* Added clamped contribution option to Rendering mode
* Reduced linear tonemapping factor for material preview rendering
* Fixed material preview rendering where background material features not being supported stopped materials rendering
* Fixed sampling for material preview rendering and allowed longer time period for material preview rendering
* Max 2017 support added.

There are some issues with IndigoMax that we hope to solve soon:
* GPU device list doesn't show Nvidia devices sometimes. This appears to be an OpenCL or Max bug.
* Changing devices checked in device list doesn't do anything from Max. Set the devices in the Indigo UI instead to work around this problem.

That's for now...till 4.40 comes. :)

Re: Indigo Renderer 4 public beta

Posted: Fri Jul 08, 2016 1:53 pm
by Jeff Hammond
great.
thank you!

Re: Indigo Renderer 4 public beta

Posted: Sun Jul 17, 2016 2:44 pm
by fourzeronine
position based shader works as a displacement only in opencl not as a bump :(

materials attached

Re: Indigo Renderer 4 public beta

Posted: Wed Jul 20, 2016 9:48 pm
by lycium
A quick heads up that .40 is released with a ton of improvements: http://www.indigorenderer.com/forum/vie ... =1&t=14066

Re: Indigo Renderer 4 public beta

Posted: Sat Jul 30, 2016 1:04 pm
by Lal-O
Ok...So i Finally decided to give indigo 4 a try....and i've found out some things i just don't understand....

a) If i enable CPU and GPU (OPEN CL) for rendering at the same time...will i get faster rendering than using only CPU?
b) My Cpu is not listed in the indigos device selection section ,only my gpu is visible ...Is that a problem?
c) In my test with the bedroom i reached 3470 M samples /s but in a personal project only got 1511 M samples /s...Is that normal?

My PC Specs:
Win 7 64X
Intel i7 5960X 4.2 GHZ
64Gb Ram
NVIDIA TITAN X 12 gb

I apologize in advance if these are stupid questions but is someting i'd like to know :D

Regards. :)

Re: Indigo Renderer 4 public beta

Posted: Sat Jul 30, 2016 4:39 pm
by Zalevskiy
del

Re: Indigo Renderer 4 public beta

Posted: Sun Jul 31, 2016 12:04 am
by Zom-B
Lal-O wrote:In my test with the bedroom i reached 3470 M samples /s but in a personal project only got 1511 M samples /s...
Hey Lal-O,
you simply can't compare one interrior with another like that. I optimized the hell out oft my scene, bringing in 10 years oft Indigo Renderer experiance in :)
I usw no glass in windows , use big emitters in the Windows for lightning the room and use not to complex Materials...

Re: Indigo Renderer 4 public beta

Posted: Sun Jul 31, 2016 4:18 am
by Lal-O
Zom-B wrote:
Lal-O wrote:In my test with the bedroom i reached 3470 M samples /s but in a personal project only got 1511 M samples /s...
Hey Lal-O,
you simply can't compare one interrior with another like that. I optimized the hell out oft my scene, bringing in 10 years oft Indigo Renderer experiance in :)
I usw no glass in windows , use big emitters in the Windows for lightning the room and use not to complex Materials...
Hi Zom-B

Ok i see and now is really clear. I just wanted to know if i was doing something wrong with my scene...That is all.I mean,suddenly you see someone post a white interior bedroom ( which as far as i know is one of the most complex scenes for an unbiased renderer engine) and took 3 min to get free of noise !!! You can not blame me for getting excited about it when my interior project ( done with indigo 3 ) took about 5-6 hrs and is still noisy... then try the same scene with indigo 4 and it renders faster,but still takes hrs instead min... the problem is that i set my expectations really high. That is it. :)

Re: Indigo Renderer 4 public beta

Posted: Wed Aug 03, 2016 3:59 am
by OnoSendai
Motion blur on GPU!

Re: Indigo Renderer 4 public beta

Posted: Wed Aug 03, 2016 4:41 am
by Originalplan®
OnoSendai wrote:Motion blur on GPU!
A test from 2015 ..

Re: Indigo Renderer 4 public beta

Posted: Wed Aug 03, 2016 11:38 am
by fourzeronine
OnoSendai wrote:Motion blur on GPU!
!!! THANK YOU !!! :D

Re: Indigo Renderer 4 public beta

Posted: Tue Aug 09, 2016 10:41 am
by CoolColJ
With v4.042

Windows 10 Pro
i7 3930k @ 4ghz
16GB
EVGA GTX 1070 FTW - factory settings

Pins - 15 million
Caterpillar - 37 million
Erotica - 34 Million

Mclaren 11 Million
Arthur Bedroom - memory Allocation failure error :(



Pretty fast :shock: