Indigo Renderer 4.0.39 Beta Release

General News and accouncements regarding the Indigo render engine
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Originalplan®
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Originalplan® » Thu Jun 30, 2016 10:51 pm

contegufo wrote:What are these flares?
Bokeh like Zom-B mentioned.

grass bokeh

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Originalplan®
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Originalplan® » Thu Jun 30, 2016 10:57 pm

Zom-B wrote: 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
I think it's still a thing (because of color satuartion) and for bump and normal maps grey and normal saturations apply the same way. FEX : gamma 2.2 is more contrasty = giving more hard bump. (or should) Gamma 1 = has a wider grey and color spectrum ( but under saturated) = Data is the same but has different results.
So it's only a thing in 2016 because of the image file formats tiff.jpg.png etc...gamma the best way to handle them.

As for Cindigo to get mesured colors correctly gamma 1 applys.

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thesquirell
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Re: Indigo Renderer 4.0.39 Beta Release

Post by thesquirell » Thu Jun 30, 2016 11:21 pm

It seems that I have this problem of defining what is a bug, and what is not, since I got no clue how the things should work "normally" in the GPU mode. Notice how those bumps in GPU mode are a slightly "heavier" then those on CPU, and the only difference made was those subdivision levels. I guess it all has something to do with how the GPU mode access the normals of the object, or something. Adjusting the intensity in the code, or for the texture - parameter b will fix this, but it kinda gives this uneasy feeling (is it right, what is the truth, etc. xD ). But, in the end, it's all about results! :D

As for the snow mixture material, Snowy Rock, I found out this weird thing. If you enable the GPU mode, then uncheck the shader controlling the blend, and type 0, sometimes you get this pointy ball from hell.
Also, the shader will work normally, if your geometry's deformation is actually pre-baked. Guessing it has problems accessing normals of displaced geometry, something which is avoided if the mesh is imported as pre-baked. In this case, GPU also has "heavier" bumps, but it is more noticeable then with ISL.
Attachments
SnowyRock CPU.jpg
SnowyRock GPU.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 11:59 pm

hey guys, I just doublechecked the buggy Materials with show (ISL in Blend causing GPU to render strange stuff)
and the other ones with some ISL on Bump channel that caused artefacts on the GPU.
Both Issues are now in the Bugtracker, and I am sure the devs will take care of it, again big thanks for reporting!

About your "video driver stopped" issue Zalevskiy:
All the materials render fine on my AMD card, since the mats have some quite heavy subdiv on them this may cause your quite old low RAM GPU refuse to work.

Anybody here with a newer NVIDIA card and up 2 date drivers can doublecheck these mats:
http://www.indigorenderer.com/forum/vie ... 28#p136428

This here rendered on my GPU but looks different because of some missing stuff like tabulated data on GPU:
http://www.indigorenderer.com/forum/vie ... 29#p136429

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Fri Jul 01, 2016 1:19 am

lol
http://www.indigorenderer.com/materials/materials/1514
GPU off = white ice
GPU on = black ice
Attachments
snow.jpg
Bidir + MTL
snow_GPU.jpg
GPU

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Fri Jul 01, 2016 1:26 am

Attachments
Car_Paint_Pearl.jpg
Car_Paint_Pearl_GPU.jpg
GPU

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Fri Jul 01, 2016 2:34 am

http://www.indigorenderer.com/materials/materials/1262
Enable OpenCL | GPU:

A problem occurred with the scene:
Failed to find function 'l111l111l11111l11ll1ll11l11lllll1(FullHitInfo)'.
ShaderScalarMatParameter user shader code, line 10:
l11lll111lll11l11llll1l111ll1l1l1 = l1ll11ll11lllll1l1lll11ll1ll11ll1(l111l111l11111l11ll1ll11l11lllll1(ll11llll1l11l111llll1l1lll1l1l11l), 0, 1000)
^

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contegufo
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Re: Indigo Renderer 4.0.39 Beta Release

Post by contegufo » Fri Jul 01, 2016 4:17 am

@Originalplan®, @Zom-B

These optical aberrations are due to the implementation of the physical photographic camera, if you do not disturb can be like.

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Fri Jul 01, 2016 4:44 am

How realise Car Window Tint 5% | 20% | 35% | 50% with GPU? You could not place an alternative way to play the darkened glass?

Please download the material if it is technically possible with the GPU, thanks :)
Attachments
Car_Window_Tint_50.pigm
(157.47 KiB) Downloaded 95 times
Car_Window_Tint_Ex.jpg
Last edited by Zalevskiy on Fri Jul 01, 2016 3:49 pm, edited 1 time in total.

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Oscar J
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Oscar J » Fri Jul 01, 2016 5:10 am

Glass absorption should work fine. Just go to the material medium and enable it.

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Fri Jul 01, 2016 4:18 pm

Finally figured out, thank you Oscar! is my mistake was in the value of the color # 000000 and it was necessary to move the slider to # 191919 and above, as a result of a transparent sphere became black.

I'm a noob in these settings :D

To adjust the degree of transparency of glass need to manually enter each time value gain by setting the ambient light? is it possible to somehow create a versatile material with a degree of dimming glass regardless of the surrounding environment settings?

Would you help me and could not give an example of .PIGS glass material exactly 50% shading in black, I can not figure out the exact configuration, if only approximately. Thank you for your reply.
Attachments
fut76r65r.jpg

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Fri Jul 01, 2016 5:47 pm

http://www.indigorenderer.com/materials/materials/1144

OpenCL + GPU:

A problem occurred with the scene:
Failed to find function 'l111l111l11111l11ll1ll11l11lllll1(FullHitInfo)'.
ShaderDisplaceMatParameter user shader code, line 1:
def l111lll1ll1ll1llll11ll1l1l1l1l111(FullHitInfo ll11llll1l11l111llll1l1lll1l1l11l) float : ((0.2f + (0.001f * -l111l111l11111l11ll1ll11l11lllll1(ll11llll1l11l111llll1l1lll1l1l11l))) + (0.3f * noise((l1lll1l1llllll11l111111l111lll1l1(0, ll11llll1l11l111llll1l1lll1l1l11l) * 100.f))))
^
Indigo version: Indigo Renderer v4.0.39, Windows 64-bit build.

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Fri Jul 01, 2016 7:03 pm

///////////////
Attachments
Mat_4cc.zip
(1.12 MiB) Downloaded 99 times
Cr_96_S.jpg
Cr_192_S.jpg
Fara_S.jpg
Headlight_Glass_S.jpg

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Re: Indigo Renderer 4.0.39 Beta Release

Post by pixie » Fri Jul 01, 2016 7:37 pm

contegufo wrote:What are these flares?

Indigo Renderer 4.0.38/39 Beta Release
Material: Double-Sided Thin
You got your lens smudged... :p

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Zalevskiy
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Re: Indigo Renderer 4.0.39 Beta Release

Post by Zalevskiy » Fri Jul 01, 2016 7:45 pm

White strips???
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Chrome_Logo.pigm
(450 Bytes) Downloaded 96 times
Chrome_Logo.jpg
Chrome_Logo_GPU.jpg

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