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Hi all,
The big things in this release are the return and reworking of region rendering, see this video:

https://vimeo.com/194554658

Also foreground alpha is now available for GPU!

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_4.0.47_Setup.exe

Indigo for Linux 64-bit:
IndigoRenderer_x64_v4.0.47.tar.gz

Indigo for Mac OS X (10.7 - ):
IndigoRenderer4.0.47.dmg


Indigo RT for Windows 64-bit:
IndigoRT_x64_4.0.47_Setup.exe

Indigo RT for Linux 64-bit:
IndigoRT_x64_v4.0.47.tar.gz

Indigo RT for Mac OS X (10.7 - ):
IndigoRT4.0.47.dmg

Changelog:
Quote:
4.0.47
* Reworked and reintroduced region rendering:
** Added new Pick Region toolbar button.
** Added support for region rendering for GPU.
** Added 'region render' and 'zero alpha outside region' checkboxes to imaging settings.
** Added support for multiple render regions - hold ctrl or shift while dragging regions.
* Added support for foreground alpha for GPU/OpenCL.
* Changed the way contribution clamping works.
** The max contribution factor is now roughly a multiple of the value that would be mapped to white given the tonemapping when render starts.
* Improved ISL editor highlighting for dark theme.
* Made FPS display show in top left corner of render view.
* Optimised case with multiple identical keyframes on an object.
* Updated icons in render queue.


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The big thing is the new HQ video showcasing the new stuff! I remember some old youtube videos with purple pig, explaining material system. Glorious!

P.S

Need the name of the song in the background.

P.P:S

Great features!

P.P.P.S

You might want to consider section planes, would be lovely for arch.viz.


Last edited by thesquirell on Wed Dec 07, 2016 9:07 am, edited 1 time in total.

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Nice :)

santa claus present :)


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thesquirell wrote:

You might want to consider section planes, would be lovely for arch.viz.


Like this? :)

http://www.indigorenderer.com/documenta ... s-tutorial


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Yeah, just like that, only working! :D

To be honest, I don't know if it's an exporter thing, or v4 standalone.

P.S

Just an idea: Could we perhaps make something like this. We are rendering our scene, to a certain level. We notice in certain area that we would like some more sampling. We select RESUME REGION, and it picks of from there, to render some more? :D


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2nd Place 100
Great thingy!!! Thanks Ono!!


Gesendet von iPhone mit Tapatalk


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This timing... Ono. :)


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[NOT BUG]

1) Image updates seem to take longer in this version.
After render cam edits like response functions,ISO,EV or white balance.

2) Really love the new blue color in Dark mode ISL window!

2+) ISL when editing code. ( Main render window/render process on pause during )
Does not show an error (the usual big red one) promt when something is not OK with code.
( When the main render window has a rendering process running ISL gives the error promt on top as usual )
Now...this might be a BUG but not a bad one. IMO ISL error promt would be better of inside and on top of ISL edit window frame. If it can be done easily would be nice to have the error promt there. Since you will always edit ISL inside a pop-up.... till we get an only material build layout of some sort.

++ 4.0.47 seems to run very well and GPU alpha rocks! :)


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Originalplan® wrote:
[NOT BUG]

1) Image updates seem to take longer in this version.
After render cam edits like response functions,ISO,EV or white balance.



Have you compared renders with the same buffer size? (depends on SS, resolution and amount of light layers). Check if you have post pro aperture diffraction on. Also I'm not sure if alpha rendering might increase the update times. Just a few ideas.


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Oscar J wrote:
Originalplan® wrote:
[NOT BUG]

1) Image updates seem to take longer in this version.
After render cam edits like response functions,ISO,EV or white balance.



Have you compared renders with the same buffer size? (depends on SS, resolution and amount of light layers). Check if you have post pro aperture diffraction on. Also I'm not sure if alpha rendering might increase the update times. Just a few ideas.


Will do a test tomorrow with only diffuse mats. I use the Bearbrick's as standard since they are already set-up and have only 1 Lightlayer. So not much is changing besides the materials and design in terms of scene build.
So it should give the same result as in prev version...but we will see maybe the material was the slowdown.

(SS,resoulution,lightlayers are fixed & constant in every Bearbrick base)

Will check tomorrow and report back. Thank's Oscar!


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2nd Place Winner
The default .jpg image quality seems to be set on lowest possible setting.

I lost one render because I closed Indigo without checking the saved image... Luckily Indigo is so fast it didn't take long to crank out a new one :)


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Silmä wrote:
The default .jpg image quality seems to be set on lowest possible setting.

I lost one render because I closed Indigo without checking the saved image... Luckily Indigo is so fast it didn't take long to crank out a new one :)


Weird, it's at 95 % by default for me (on Mac).


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Indigo 100
When rendering a queue a message error shouldn't be able to able to halt the render, just create a log txt should suffice.

In my case he loaded the scene and complained I hadn't choose a opencl device, and don't know why, the scene was saved when it was already selected.


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Indigo 100
I just wish the region was just a way to focus rendering into a given region, meaning it wouldn't start ove, rather kept on rendering but just there using the previous computed image.


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pixie wrote:
I just wish the region was just a way to focus rendering into a given region, meaning it wouldn't start ove, rather kept on rendering but just there using the previous computed image.


If you changed a material parameter or something before rendering the region, it would look quite weird though, when it merges. :)


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