Indigo Renderer 4.0.60 Beta Release

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Indigo Renderer 4.0.60 Beta Release

Post by OnoSendai » Thu Nov 02, 2017 6:20 am

Hi all,
It has been a little while since the last beta release in the 4.0 series, so this is a big one.

First off, we have a redesign of the Indigo logo. Thanks to Originalplan for his awesome work on this. This will be fully revealed with a new website coming soon :)

The other big changes are to do with making GPU rendering start faster and run more effectively with multiple GPUs.

Building the scene for GPU rendering should be a lot faster now and use lots less memory, which means some large scenes can now render on the 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_4.0.60_Setup.exe

Indigo for Linux 64-bit:
IndigoRenderer_x64_v4.0.60.tar.gz

Indigo for Mac OS X (10.7 - ):
IndigoRenderer4.0.60.dmg


Indigo RT for Windows 64-bit:
IndigoRT_x64_4.0.60_Setup.exe

Indigo RT for Linux 64-bit:
IndigoRT_x64_v4.0.60.tar.gz

Indigo RT for Mac OS X (10.7 - ):
IndigoRT4.0.60.dmg

Changelog:
4.0.60
* GPU PT: Building of OpenCL data is faster and uses less memory.
* Added initial support for Retina screens on macOS.

4.0.59
* GPU PT: Better caching for OpenCL programs
* GPU PT: Faster, parallel building of OpenCL programs on Windows and Linux.

4.0.58
* GPU PT: Fixed crash with multiple GPU devices.
* GPU PT: Fixed issue with emitters and null materials.
* GPU PT: Fixed problem with realtime updating of media.
* Suppressing 'WARNING: Model 'xx' references fewer materials...' warnings once 100 have been emitted.

4.0.57
* Fixed bug with displacement causing garbled meshes when a non-displacing material shared a vertex with a displacing material in some cases.
* Fixed issue with shading normals along UV discontinuities on subdivided meshes.
* Fixed OpenCL exception when changing uniform environment.
* Fixed issue with bidir caustics and specular materials (introduced during 4.0 series)
* Issue a warning during scene parsing if a node with a given UID is already inserted in the scene.
* While loading scenes, aborting scene traversal if reference loops found.
* Updated bundled IndigoMax version to 0.6.5.
* Updated bundled SkIndigo to 4.0.56.1.

4.0.56
* Updated Indigo icons to new designs.
* Fixed scene rebuilding always being done when changing e.g. colour for a material that has had displacement changed.
* GPU PT: Fixed gamma being wrong for 8-bit env maps.
* --tonemap switch can now use network floating licences.
* Fixed image scaling with --tonemap.
* Made -image_save_period switch work again.
* If we get a floating licence during non-interactive rendering, remove watermarks in saved images.
* Fixed SPP display for loaded images with ssf > 1.
* Fixed crash when restarting rendering while saving an image.
* GPU PT: Fixed issue with updates not registering properly after error state.
* GPU PT: Fixed issue with subres rendering errors at some resolutions
* GPU PT: Fixed tracing precision errors in some cases.
* GPU PT: Fixed bug where realtime changing to a material with a medium resulting in incorrect rendering in some cases.
* GPU PT: Decreased max subres block size.
* GPU PT: Decreased max time between image updates.
* Improved responsiveness of realtime changes when OpenGL preview is enabled on Mac.

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Originalplan®
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Re: Indigo Renderer 4.0.60 Beta Release

Post by Originalplan® » Thu Nov 02, 2017 7:38 am

Thanks Ono!
I'm glad to be a part of making one of the best engines out there look better. ;)

( props to Oscar for the many hours of consulting )

PS: Solid Changelog. Love this release!

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Polinalkrimizei
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Re: Indigo Renderer 4.0.60 Beta Release

Post by Polinalkrimizei » Thu Nov 02, 2017 8:34 am

Wow Ono, great release out of nowhere :-)
Testing it right now.

One weird bug I couldn't quite reproduce yet: When changing the gain of the light layers while GPU rendering, the image disappeared (looked like alpha rendering mode), only restarting the render with CPU brought it back. Happened two times now, but doesn't happen anymore...

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Oscar J
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Re: Indigo Renderer 4.0.60 Beta Release

Post by Oscar J » Thu Nov 02, 2017 9:49 am

Yay, new beta :D

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Re: Indigo Renderer 4.0.60 Beta Release

Post by Lal-O » Thu Nov 02, 2017 1:52 pm

Super !!! Let's give it a try !!!

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Re: Indigo Renderer 4.0.60 Beta Release

Post by Lal-O » Thu Nov 02, 2017 2:35 pm

.....Well, after testing a little this new version ... i guess i found something... it seems that the camera settings (focal length,shift Up, shift right...etc,etc.) gives a kind of "delay" in the displayed render viewport. This "Delay" (once appears) it won't go until you touch again those settings. It happens only with GPU+CPU enabled.
Attachments
First Try.jpg
Last edited by Lal-O on Fri Nov 03, 2017 3:58 am, edited 1 time in total.

burnin
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Re: Indigo Renderer 4.0.60 Beta Release

Post by burnin » Fri Nov 03, 2017 3:47 am

Congrats on your work!
Feels quite snappier & faster :)
Tho some issues appear (unsure about the cause - plugin or engine).

SW: Blender 2.79 + Indigo 4.0.60
HW: 2x intel x5650 CPU + Quadro M5000 + GTX 1060
Scene file: Section Planes Tutorial (Blender)

1. Section planes (Cull geometry "On" VS "Off"):
section_plane_tutS.jpg
2. Can't disable or edit Background Environment (no setting present in Blender?).
a) Even without any light source, Environment stays present in export.
b) Setting it to none while engine is running results in a crash (both CPU & GPU), otherwise it reports correctly about missing light.

Been quite a while so lots of stuff have already slipped my mind & i don't have time to test more... also Blender plugin nowadays is IMHO simply underwhelming.


Stay well
& Keep it up

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Re: Indigo Renderer 4.0.60 Beta Release

Post by FakeShamus » Fri Nov 03, 2017 4:41 am

burnin wrote: 2. Can't disable or edit Background Environment (no setting present in Blender?).
I think this has been brought up before - the background environment settings are not very conveniently accessible in Blendigo. you currently access them through adding a hemi lamp and editing its settings, but it really should be in the Blender world settings.

Hopefully this is resolved in the next Blendigo update (please)?

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Re: Indigo Renderer 4.0.60 Beta Release

Post by StompinTom » Fri Nov 03, 2017 5:00 am

FakeShamus wrote:
burnin wrote: 2. Can't disable or edit Background Environment (no setting present in Blender?).
I think this has been brought up before - the background environment settings are not very conveniently accessible in Blendigo. you currently access them through adding a hemi lamp and editing its settings, but it really should be in the Blender world settings.

Hopefully this is resolved in the next Blendigo update (please)?
No no no, this is precisely why it's a good setup right now. You can swap out, mix and orient as many backgrounds as you wish just by hiding or rotating Hemi lights. This is so much more convenient than constantly changing world settings. The way it is now lets you have different light setups on different layers and graphically see / animate your background lights.

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Re: Indigo Renderer 4.0.60 Beta Release

Post by FakeShamus » Fri Nov 03, 2017 5:23 am

oh, yeah I guess I've never used this kind of set up. Don't you still have to re-export for every variation? I generally tweak and swap background settings in Indigo directly and then go back to match the settings in Blender (not ideal, but...). I was just thinking in terms of people who are used to cycles, having the world option would be more intuitive. but I see the benefit of keeping both options.

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Oscar J
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Re: Indigo Renderer 4.0.60 Beta Release

Post by Oscar J » Fri Nov 03, 2017 5:32 am

I usually just set the background colour in the Hemi to black when I don't want any environment.

burnin
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Re: Indigo Renderer 4.0.60 Beta Release

Post by burnin » Fri Nov 03, 2017 5:59 am

Ah, so the Environmental problems are issued with the plugin. Also Culling problem is caused by it, doesn't export mesh emitters...

Interesting.

Basically, if there was an option to import some standardized file formats (ie. obj, fbx, abc...) into Indigo Renderer, Blender plugin would be mostly useless. Since now it creates nothing but confusion, problems.

Small advice - Put a note somewhere ;)

PS
All of the above working fine after corrections to the scene in Indigo (or .igs).
No problem with CPU or GPU. :)
section_plane_tut.Scene.00001Path.jpg

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Oscar J
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Re: Indigo Renderer 4.0.60 Beta Release

Post by Oscar J » Fri Nov 03, 2017 6:43 am

burnin wrote:Ah, so the Environmental problems are issued with the plugin. Also Culling problem is caused by it, doesn't export mesh emitters...

Interesting.

Basically, if there was an option to import some standardized file formats (ie. obj, fbx, abc...) into Indigo Renderer, Blender plugin would be mostly useless. Since now it creates nothing but confusion, problems.

Small advice - Put a note somewhere ;)

PS
All of the above working fine after corrections to the scene in Indigo (or .igs).
No problem with CPU or GPU. :)
section_plane_tut.Scene.00001Path.jpg
I agree that Blendigo need a lot of work, but I think you're exaggerating. I am still unsure what "Environmental problems" you're speaking of, I haven't had any in the past five years. There may be a few things not working as they should, but the exporter, basic as it is, does its job in most situations.

Could you elaborate on the culling problem please?

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Re: Indigo Renderer 4.0.60 Beta Release

Post by FakeShamus » Fri Nov 03, 2017 7:25 am

Agree - Blendigo is not the most up to date with Indigo's newest features, definitely in need of an update, but it handles pretty much everything and is very capable.

...this should probably continue in the Blendigo forum if there are still problems you are working out.

burnin
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Re: Indigo Renderer 4.0.60 Beta Release

Post by burnin » Fri Nov 03, 2017 10:41 am

Oscar J wrote: Could you elaborate on the culling problem please?
It's about Section Plane Culling option. Images & description to reproduce attached up above.
Now that i know, hopefully i'll post my findings in the proper thread once i get time to...

cheers

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