Indigo Renderer 4.0.47 Beta Release

General News and accouncements regarding the Indigo render engine
burnin
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Re: Indigo Renderer 4.0.47 Beta Release

Post by burnin » Tue Jan 03, 2017 9:21 am

Originalplan® wrote:What's this? Can someone give some advice?
material problem
with a wave length of
0.00000040000000000003 m
which must be less or equal to
0.0000004 m

share scene/material or correct the value ;)

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Zalevskiy
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Re: Indigo Renderer 4.0.47 Beta Release

Post by Zalevskiy » Tue Jan 03, 2017 5:44 pm

I found a bug color profile

Indigo introduces the working space profile sRGB, as required for the normal display sRGB IEC61966-2.1
Last edited by Zalevskiy on Fri May 28, 2021 3:46 pm, edited 1 time in total.

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pixie
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Re: Indigo Renderer 4.0.47 Beta Release

Post by pixie » Tue Jan 10, 2017 10:09 am

In GPU there's quite a leakage when the walls are 'thin'. The light drains through the vertices. :(

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Re: Indigo Renderer 4.0.47 Beta Release

Post by nmeau » Tue Jan 10, 2017 7:31 pm

pixie wrote:In GPU there's quite a leakage when the walls are 'thin'. The light drains through the vertices. :(
Spotted that too - see attached, exported from Sketchup.
Attachments
Light.igs
(15.73 KiB) Downloaded 227 times
Light.png

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Zom-B
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Re: Indigo Renderer 4.0.47 Beta Release

Post by Zom-B » Wed Jan 11, 2017 1:23 am

pixie wrote:In GPU there's quite a leakage when the walls are 'thin'...
Thin walls: a NoGo in 3D modelling since 2002

But yes, would be nice if it would work out of the box!

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Oscar J
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Re: Indigo Renderer 4.0.47 Beta Release

Post by Oscar J » Wed Jan 11, 2017 1:34 am

Zom-B wrote: Thin walls: a NoGo in 3D modelling since 2002
Really? For Mental Ray and other approximative renderers maybe. But Indigo is supposed to handle this better IMO.

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thesquirell
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Re: Indigo Renderer 4.0.47 Beta Release

Post by thesquirell » Wed Jan 11, 2017 1:58 am

I am amazed people still use that type of modeling, and I can't even remember the 2002s. Yeah, sure, you will save like 6 polygons per wall, but, people, c'mon, nowadays we have so much ram we could fly to the Moon and back! :D

I tend to see this problem in such manner: If it's physically correct render engine, then you should physically correct model your scene. Just like the example with the correct modeling of a glass and a medium inside it - there has to be at least some amount of thickness. Judging by the fact that Indigo is a physically accurate render engine, and a very accurate one, I would think it actually does worse with such tricks with thin walls, glass, surfaces in general, then the biased ones. But, hey, it's just me, and it could actually be an accuracy problem within engine, who knows.

It's time to deliver that sweet 0.48 magic, guys! :D

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Oscar J
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Re: Indigo Renderer 4.0.47 Beta Release

Post by Oscar J » Wed Jan 11, 2017 2:00 am

The devs are on a bit of a vacay for a few more days I think. :)

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pixie
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Re: Indigo Renderer 4.0.47 Beta Release

Post by pixie » Wed Jan 11, 2017 2:06 am

thesquirell wrote:I am amazed people still use that type of modeling, and I can't even remember the 2002s. Yeah, sure, you will save like 6 polygons per wall, but, people, c'mon, nowadays we have so much ram we could fly to the Moon and back! :D

I tend to see this problem in such manner: If it's physically correct render engine, then you should physically correct model your scene. Just like the example with the correct modeling of a glass and a medium inside it - there has to be at least some amount of thickness. Judging by the fact that Indigo is a physically accurate render engine, and a very accurate one, I would think it actually does worse with such tricks with thin walls, glass, surfaces in general, then the biased ones. But, hey, it's just me, and it could actually be an accuracy problem within engine, who knows.

It's time to deliver that sweet 0.48 magic, guys! :D
I think you infer too much from what I said...

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pixie
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Re: Indigo Renderer 4.0.47 Beta Release

Post by pixie » Wed Jan 11, 2017 4:34 am

besides, I got leaking even with walls

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Zom-B
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Re: Indigo Renderer 4.0.47 Beta Release

Post by Zom-B » Wed Jan 11, 2017 5:03 am

pixie wrote:besides, I got leaking even with walls
:O
If you could provide some simplified scene for this, that would help the devs debugging that issue for sure!
You can send it to me via pm, and I'll feed it into the bugtracker!

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pixie
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Re: Indigo Renderer 4.0.47 Beta Release

Post by pixie » Wed Jan 11, 2017 6:03 am

Zom-B wrote:
pixie wrote:besides, I got leaking even with walls
:O
If you could provide some simplified scene for this, that would help the devs debugging that issue for sure!
You can send it to me via pm, and I'll feed it into the bugtracker!
Sure thing. This is as raw as raw gets.
Attachments
bughuntcpu.jpg
CPU
bughunt.jpg
GPU
bughunt.pigs
(2.56 KiB) Downloaded 227 times
bughunt.zip
c4d scene
(91.26 KiB) Downloaded 222 times

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pixie
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Re: Indigo Renderer 4.0.47 Beta Release

Post by pixie » Wed Jan 11, 2017 6:03 am

nmeau wrote:
pixie wrote:In GPU there's quite a leakage when the walls are 'thin'. The light drains through the vertices. :(
Spotted that too - see attached, exported from Sketchup.
Better save the scene in pigs format

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Re: Indigo Renderer 4.0.47 Beta Release

Post by Zom-B » Wed Jan 11, 2017 6:53 am

Doublecheck your scene pixie, that "room" walls are as single sided as they can be!

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pixie
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Re: Indigo Renderer 4.0.47 Beta Release

Post by pixie » Wed Jan 11, 2017 7:10 am

Zom-B wrote:Doublecheck your scene pixie, that "room" walls are as single sided as they can be!
I'll be damn, you're right! Well my scene is way complex, sadly :(

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