Indigo Renderer 4.2.23 Stable Release Candidate

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by OnoSendai » Wed May 22, 2019 3:31 am

StompinTom wrote:
Wed May 15, 2019 2:53 am
I was scratching my head over some very weird Z-depth values, and then I came across this:

4.2.20
* Using scene radius with camera for normalising the depth channel.

Could this be rolled back or made toggle-able so that you can use true Z-depth (distance in units/meters from camera)? It's inconsistent for depth compositing and gives weird results. Or at least, could this be made into true Z-depth for EXR export?

Finally, the Z-depth pass doesn't show up when loading the multilayer EXR in Blender. Not sure if this is a Blender or Indigo issue, but what does Indigo name the Z channel when it exports a multilayer EXR?
It should be saved as "depth".

I think I'll add an option in the settings dialog for 'depth normalisation'.

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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by jcap168 » Thu May 23, 2019 12:34 pm

Its been a while since we got an update. Anything in the pipeline to come soon. RTX support, denoising anything? Love indigo but both thea and vray made big updates that's very tempting to switch.

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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by OnoSendai » Fri May 24, 2019 2:25 am

Yeah I will take a crack at denoising soon.
RTX support I will investigate soon also.

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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by SimonM » Fri May 24, 2019 8:00 pm

Hello
I’m currently working with render regions and the indigo console, and I identified 2 issues :
  1. The spp is defined for the complete image and therefore is always equal to 0. It is a problem for the “-haltspp” option that is not working (the simulation run forever). Can you please give us a halt condition based on the region spp (as displayed in the GUI)?
  2. When saving results in igi (“-igio” option) the resulting igi file is completely black (0 everywhere)
I think these problems are not limited to 4.2.23 version, I have the same issues with 4.0.66

Thanks for your help

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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by fused » Sat May 25, 2019 12:48 am

SimonM wrote:
Fri May 24, 2019 8:00 pm
Hello
I’m currently working with render regions and the indigo console, and I identified 2 issues :
  1. The spp is defined for the complete image and therefore is always equal to 0. It is a problem for the “-haltspp” option that is not working (the simulation run forever). Can you please give us a halt condition based on the region spp (as displayed in the GUI)?
  2. When saving results in igi (“-igio” option) the resulting igi file is completely black (0 everywhere)
I think these problems are not limited to 4.2.23 version, I have the same issues with 4.0.66

Thanks for your help
Hi SimonM,

I have recently fixed the region rendering halt issue in the Indigo GUI for Indigo 4.4, but not yet for console. I have added it to our bugtracker and it will be fixed for 4.4.

Re the black IGI, I assume this also happens when using Indigo console? I have added it to out bugtracker.

Best,
Yves

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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by Zalevskiy » Sat May 25, 2019 1:55 am

Sorry to bother you, could you add the import of materials in cinema 4d? I have tested over 3000 materials, this material is not imported into c4d. Thanks.
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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by pixie » Sat May 25, 2019 1:59 am

if you use it as external object it seems to render fine

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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by fused » Sat May 25, 2019 3:11 am

Zalevskiy wrote:
Sat May 25, 2019 1:55 am
Sorry to bother you, could you add the import of materials in cinema 4d? I have tested over 3000 materials, this material is not imported into c4d. Thanks.
As pixie points out, you could use this as an external material. Not all indigo features are currently supported by the C4D plugin (mostly to do with ISL shader parameters). Sorry for the inconvenience.

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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by fbrunell » Wed May 29, 2019 2:20 pm

Hello, any target date to have specular material working with GPU ?

I have a scene that renders at a blazing speed with GPU but since I'm using the FOG material :

https://www.indigorenderer.com/materials/materials/125

I can't use the GPU mode and need to downgrade to CPU. I get 30Mspp with GPU and 1.05Spp with CPU :-(…

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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by Zom-B » Wed May 29, 2019 5:20 pm

Hey fbrunell,

specular materials are supported on GPU since... ever :)
GPU mode only has issues with the IOR that is flat 1.0000...
You can try to surpass this issue (that needs to be fixed for sure!) by raising the IOR up to 1.00001 for example

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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by fbrunell » Thu May 30, 2019 4:42 pm

Zom-B, you gave me a scare for a sec. I though I'd lost the last year processing through CPU instead of GPU for nothing :-).

I tried the FOG material (just loading the material in Indigo and rendering) and even with an IOR of 1.00001, I am not getting the same end result as in CPU (The object is completely transparent).

Maybe the problem is with the scattering shader than.

I've attached the modified FOG material I am using. I modified it to have something that look more like Foam. The version I have attached is with the IOR changed to 1.00001.

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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by StompinTom » Fri May 31, 2019 10:38 pm

OnoSendai wrote:
Wed May 22, 2019 3:31 am
StompinTom wrote:
Wed May 15, 2019 2:53 am
I was scratching my head over some very weird Z-depth values, and then I came across this:

4.2.20
* Using scene radius with camera for normalising the depth channel.

Could this be rolled back or made toggle-able so that you can use true Z-depth (distance in units/meters from camera)? It's inconsistent for depth compositing and gives weird results. Or at least, could this be made into true Z-depth for EXR export?

Finally, the Z-depth pass doesn't show up when loading the multilayer EXR in Blender. Not sure if this is a Blender or Indigo issue, but what does Indigo name the Z channel when it exports a multilayer EXR?
It should be saved as "depth".

I think I'll add an option in the settings dialog for 'depth normalisation'.

That would be fantastic! Thanks :)

Tyler
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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by Tyler » Thu Jun 06, 2019 11:10 pm

no news so far about round corners?

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Re: Indigo Renderer 4.2.23 Stable Release Candidate

Post by Lal-O » Tue Jun 11, 2019 12:49 pm

Tyler wrote:
Thu Jun 06, 2019 11:10 pm
no news so far about round corners?
That feature would be awesome.

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