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Hi Everyone,
It's been a while since the last beta release. The main reason it has taken so long is that the handling of materials on GPU has been in large part rewritten. Realtime changes for materials on GPU should now be a lot faster. Also mouse movement should be a lot smoother, and GPU rendering should be faster in general.

Expect more optimisations in the coming days!

NOTE: Initial build times for OpenCL kernels might be quite slow (several minutes on Nvidia), but will load much faster in subsequent usage.

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 64-bit:
IndigoRenderer_x64_4.0.46_Setup.exe

Indigo for Linux 64-bit:
IndigoRenderer_x64_v4.0.46.tar.gz

Indigo for Mac OS X (10.7 - ):
IndigoRenderer4.0.46.dmg


Indigo RT for Windows 64-bit:
IndigoRT_x64_4.0.46_Setup.exe

Indigo RT for Linux 64-bit:
IndigoRT_x64_v4.0.46.tar.gz

Indigo RT for Mac OS X (10.7 - ):
IndigoRT4.0.46.dmg

Changelog:
Quote:
4.0.46
* GPU PT: Faster material builds and realtime changes.
* GPU PT: More optimised material code.
* GPU PT: Added support for realtime env map rotation.
* GPU PT: Fixed crash when changing material emission.
* GPU PT: Fixed realtime cam movement not working when camera motion blur was used.
* Faster initialisation of OpenGL preview widget.
* Faster loading of JPEGs when loading scenes.
* Made it faster to close indigo or close a scene when a scene build is in progress, as will interrupt it.
* Made subdivision cancellable during scene build.
* local mat DB: Store material name and description from online mat DB instead of from pigm file.
* Added compression for Indigo mesh (.igmesh) files, should now be 2x to 3x smaller on disk.
* Sped up subdivision and displacement in some cases.
* Improved handling of displacement - gaps will not be created at edges that have shading normal discontinuities.
* Fixed issue with shading normal discontinuities and subdivision creating subdivision artifacts.
* Fixed AboutDialog in dark theme.
* Made archives opened directly (e.g. PIGM, PIGS, PIGQ files) unpack to appdata_path/unpacked_materials, appdata_path/unpacked_scenes or
appdata_path/unpacked_queues, instead of a quasi-random dir in temp.
* Added support to the UI for saving materials with Indigo v3.x compatible XML.
File > Save As, 'Indigo Material, version 3.x compatible (*.igm)' etc..
* Added "Show FPS" option to options dialog.
* Made tonemapping faster.


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Hello there,

This is nice news... Anyway, I need to ask can I render refraction and dispersion on GPU ? This is vary important for me and my work...

Keep the good work...

Cheers!


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Thank you for the hard work Ono! ( and Glare team! )

[BUG]- level: minimal,funny

On macOS when you install Indigo in the App folder and drag out only the Indigo renderer to the Dock, when you click to open Indigo opens in a separate App icon.
If you make the second Indigo App which pops-up (Keep in dock) then it resolves the problem.

Just a funny bug.Nothing serious.
Will do some Bearbrick testing on this ver. later :)

https://infinit.io/_/gSW5CSi < movie from the bug.


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FYI: SketchUp 2017 (out today) Ruby API has been upgraded to Ruby 2.2, I have not tried skIndigo on SU2017 yet but have experienced compatibility problems with various extensions. I'm hoping (sk)Indigo won't have problems...


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Peacemaker69 wrote:
Hello there,

This is nice news... Anyway, I need to ask can I render refraction and dispersion on GPU ? This is vary important for me and my work...

Keep the good work...

Cheers!


Hi,
Refraction is supported (try it!) but not dispersion currently.


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Thanks for the information... Refraction was supported I think before with GPU rendering, but dispersion is the problem... For example if you want to render some jewelry... Nevermind, when you're planning to implement the dispersion for GPU rendering ? Next update ?


Cheers!
Nikola V.


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I think BiDir or BiDir + MLT might actually be better for jewelry than single dir PT (which the GPU renderer currently is). Not that dispersion isn't a valid request. :)


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Wooow... this is running f-fast!
What wizardry.
Even bidir on CPU seems much faster. On few scenes i had a feeling as if it ran on GPU :D
You've done an excellent job!

BTW
Also faking dispersion is still an option and not that bad at all. Clients/spectators don't know, they just see pretty pictures ;)


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Create please tick


Attachments:
File comment: depth of field
Depthof field.jpg
Depthof field.jpg [ 116.5 KiB | Viewed 3228 times ]
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Jaksi wrote:
Create please tick


Jaksi - if you turn up F-stop parameter really high, you practically get no blur. If you set it low, you get a very shallow DOF, lots of blur.

But a pinhole camera might actually be useful for some I guess. :)


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Jaksi wrote:
Create please tick


Don't be lazy, get to know how the camera works. :D
Disabling it would be anything but realistic.


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Hello!

This update doubled my render speeds.
I am blown away by how quickly now the scene build and export occurs when running a sequence of images.

To hear that there are more updates coming is very exciting!

-Tony D.


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I see Roughness parametr :D and normals works in gpu :D


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Indigo 100
Some phong issues on GPU.


Attachments:
phongissues.jpg
phongissues.jpg [ 35.81 KiB | Viewed 3052 times ]
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Add the sharpness please Catmull-Rom or Mitchell-Netravali.


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