Indigo Renderer 4.0.39 Beta Release

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Indigo Renderer 4.0.39 Beta Release

Post by OnoSendai » Thu Jun 30, 2016 8:30 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_4.0.39_Setup.exe

Indigo for Windows 64-bit:
IndigoRenderer_x64_4.0.39_Setup.exe

Indigo for Linux 64-bit:
IndigoRenderer_x64_v4.0.39.tar.gz

Indigo for Mac OS X (10.7 - ):
IndigoRenderer4.0.39.dmg


Indigo RT for Windows 32-bit:
IndigoRT_4.0.39_Setup.exe

Indigo RT for Windows 64-bit:
IndigoRT_x64_4.0.39_Setup.exe

Indigo RT for Linux 64-bit:
IndigoRT_x64_v4.0.39.tar.gz

Indigo RT for Mac OS X (10.7 - ):
IndigoRT4.0.39.dmg

Changelog:
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.

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Thu Jun 30, 2016 3:40 pm

Enable OpenCL + [GPU] GeForce GT 750M = "video driver stopped responding and has been restored..."
http://www.indigorenderer.com/materials/materials/1245

Enable OpenCL + [GPU] GeForce GT 750M = "video driver stopped responding and has been restored..."
http://www.indigorenderer.com/materials/materials/961

if the GPU is active it turns dirty staircase:
http://www.indigorenderer.com/materials/materials/1290
Attachments
Concrete_Rough_Dark.jpg
Random_Brick.jpg

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Thu Jun 30, 2016 4:14 pm

scene Diamonds_Close_Up.pigs — GPU works
scene Diamonds_And Golds_At_Butane's_Flame_Light.pigs — GPU "video driver stopped responding and has been restored..."
Attachments
Diamonds_And Golds_At_Butane's_Flame_Light.pigs
GPU "video driver stopped responding and has been restored..."
(793.69 KiB) Downloaded 2959 times
Diamonds_Close_Up.pigs
GPU works
(24.37 KiB) Downloaded 89 times

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Thu Jun 30, 2016 4:55 pm

Attachments
Snowy_Rock.jpg
Original
Snowy_Rock_GPU.jpg
GPU

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Juju
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Juju » Thu Jun 30, 2016 6:52 pm

are those winter and summer versions? ;p

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Originalplan®
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Originalplan® » Thu Jun 30, 2016 7:00 pm

Zalevskiy wrote:Enable OpenCL + [GPU] GeForce GT 750M = "video driver stopped responding and has been restored..."
http://www.indigorenderer.com/materials/materials/1245

Enable OpenCL + [GPU] GeForce GT 750M = "video driver stopped responding and has been restored..."
http://www.indigorenderer.com/materials/materials/961

if the GPU is active it turns dirty staircase:
http://www.indigorenderer.com/materials/materials/1290
Works fine here with bump & norm on : 0.001 scale.
Maybe your scale was too big Zalevskiy?
Attachments
Screen Shot 2016-06-30 at 8.57.16 AM.jpg

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Thu Jun 30, 2016 7:00 pm

Juju wrote:
are those winter and summer versions? ;p
GPU mode is so HOT that the snow has melted already :)

snow is at the GPU only in this material:
http://www.indigorenderer.com/materials/materials/725

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Thu Jun 30, 2016 7:15 pm

Originalplan® wrote:
Zalevskiy wrote:Enable OpenCL + [GPU] GeForce GT 750M = "video driver stopped responding and has been restored..."
http://www.indigorenderer.com/materials/materials/1245

Enable OpenCL + [GPU] GeForce GT 750M = "video driver stopped responding and has been restored..."
http://www.indigorenderer.com/materials/materials/961

if the GPU is active it turns dirty staircase:
http://www.indigorenderer.com/materials/materials/1290
Works fine here with bump & norm on : 0.001 scale.
Maybe your scale was too big Zalevskiy?
Yes indeed, the value of work material 0.001
Thanks for the advice!
Attachments
G_Block_GPU.jpg
at the second attempt squeezed 350 s/ px without falling
g_block_alert.jpg

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contegufo
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Re: Indigo Renderer 4.0.39 Beta Release

Post by contegufo » Thu Jun 30, 2016 8:35 pm

What are these flares?

Indigo Renderer 4.0.38/39 Beta Release
Material: Double-Sided Thin
Attachments
wind&fire2.jpg
wind&fire.jpg

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Zom-B
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zom-B » Thu Jun 30, 2016 8:50 pm

contegufo wrote:What are these flares?
It is called Bokeh and happens if you have lightsources or strong reflections in DOF blur area.
Your material is way to reflective, adjust IOR and roughness too.

Hey Zalevskiy, thanks for the material tests, they'll help debugging for sure!

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thesquirell
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Re: Indigo Renderer 4.0.39 Beta Release

Post by thesquirell » Thu Jun 30, 2016 9:12 pm

Not sure if it's a bug, could also be a feature thing, but when using Normal map with GPU rendering, default gamma value of 2.2000 gives funky results, while in CPU it renders "normally". Changing the value to 1.0 gives "normal" results, but it seems a bit weaker then the CPU Normals. So, if you're having funky problems, watch out for gamma. Also, to point out, the default value for gamma in the Cindigo (Cinema4D exporter) is 1.0, so, this won't happen if you're using the exporter, but when testing/creating a material from the default scene, it could cause confusion. Or, it's a bug. :P

@Zalevskiy: Товарищ, check your gamma.
Attachments
GPU22.jpg
- buggy road to Dublin, 1, 2, 3, 4, 5!
GPU10.jpg
CPU22.jpg
CPU10.jpg

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Zom-B
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zom-B » Thu Jun 30, 2016 9:26 pm

thesquirell wrote:Not sure if it's a bug, could also be a feature thing, but when using Normal map with GPU rendering, default gamma value of 2.2 gives funky results
Default Normal MAp Gamma should be @ 1.0 don't ask me why -.-'
After testing I also pushed the 1.0 default for cindigo..... gamma is something I never really understood why it is still a thing in 2016

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Thu Jun 30, 2016 10:03 pm

@thesquirell Сударь, materials with a ladder is the shapes, there is no png :D

and this material is present http://www.indigorenderer.com/materials/materials/1132 png bump with a gamma value of 1.0, and change it to 2.2 does not give any results (GPU mode on)
Attachments
Concrete_Rough_Dark.pigm
GPU need fix
(632 Bytes) Downloaded 89 times

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thesquirell
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Re: Indigo Renderer 4.0.39 Beta Release

Post by thesquirell » Thu Jun 30, 2016 10:36 pm

Sir?! - Aaah, no, no, no! We're brothers! :D

Pick Object-Go into the geometry-Maximum numbers of subdivions:2, seems to iron out,, a little bit, the funky out of it. ISL&GPU - It needs to be looked at by the devs, most certainly! But I'm to afraid touching ISL anyway! :D
Attachments
GPU.jpg
CPU.jpg

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Thu Jun 30, 2016 10:45 pm

thesquirell wrote:Sir?! - Aaah, no, no, no! We're brothers! :D

Pick Object-Go into the geometry-Maximum numbers of subdivions:2, seems to iron out,, a little bit, the funky out of it. ISL&GPU - It needs to be looked at by the devs, most certainly! But I'm to afraid touching ISL anyway! :D
indeed, active subdivision eliminated this "bug" (*not a bug)

спасибо за просвещение, крепко жму твою руку дружище)))

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