Indigo Renderer 4.6.4 Release

General News and accouncements regarding the Indigo render engine
User avatar
OnoSendai
Developer
Posts: 6240
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Indigo Renderer 4.6.4 Release

Post by OnoSendai » Thu Sep 08, 2022 1:30 am

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_4.6.4_Setup.exe

Indigo for Linux 64-bit:
IndigoRenderer_v4.6.4.tar.gz

Indigo for Mac OS X (10.13 - ):
IndigoRenderer4.6.4.dmg


Indigo RT for Windows 64-bit:
IndigoRT_4.6.4_Setup.exe

Indigo RT for Linux 64-bit:
IndigoRT_v4.6.4.tar.gz

Indigo RT for Mac OS X (10.13 - ):
IndigoRT4.6.4.dmg

Changelog:
4.6.4
* Improved specular material to take into account an index of refraction that varies with wavelength, when computing reflection coefficients.
* Fixed environment rendering black in OpenCL.
* Fixed OpenGL preview.

4.6.3
* Added initial support for moving objects without rebuilding everything when GPU rendering.
* Added GeometryChanged dirty flag - just does a full rebuild for now.
* Fixed rebuilding of object tree with new Embree code, when changing object transforms,
* Bumped OIDN version to 1.4.3.
* Added in a scale factor for computing light maps, so that we are computing the weighted average spectral irradiance.
* Added render_env_caustics render option (single dir CPU and GPU only)

4.6.2
* Fixed omnidirectional stereo for rotated cameras.
* Storing tangent_ws for emitter objects, used for getting IES basis.
Is oriented with dp/du from uv set 0, if present.
* Not merging IES emitters on GPU, so that tangent_ws can be used.

4.6.1
* Made omnidirectional stereo spherical rendering work properly with bidir.

Alamy
Posts: 60
Joined: Fri Jun 19, 2020 3:16 am

Re: Indigo Renderer 4.6.4 Release

Post by Alamy » Thu Sep 08, 2022 2:44 am

What a great news, we have a new update!

Enrico
Posts: 23
Joined: Wed Jul 20, 2011 7:29 am

Re: Indigo Renderer 4.6.4 Release

Post by Enrico » Thu Sep 08, 2022 5:36 am

Hi Ono! Where is the render_env_caustics option?

User avatar
Zalevskiy
Posts: 221
Joined: Thu Jul 16, 2015 12:36 am
Location: Mars
3D Software: Blender

Re: Indigo Renderer 4.6.4 Release

Post by Zalevskiy » Thu Sep 08, 2022 6:48 pm

Blender 2.93.10 / 3.2 export to => Indigo 4.6.4

default export Environment = Base Emission #CBFFFF Tabulated ... how to convert a Uniform ?

upd (ruined, It was necessary to create a scene from scratch and not open the source, Sorry very hard without step by step tutorials on the blender)
https://twitter.com/dotcsv/status/15674 ... Fyv_Z2v78A


Scattering_Red_Shader.igm medium IOR artifacts of shadows
Attachments
IMPmatdbEdit_100000.jpg

User avatar
pixie
Indigo 100
Posts: 2294
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
3D Software: Cinema 4D
Contact:

Re: Indigo Renderer 4.6.4 Release

Post by pixie » Thu Sep 08, 2022 7:38 pm

Indeed!
5497202.jpg

User avatar
pavoda
Posts: 188
Joined: Tue Dec 20, 2016 10:05 am

Re: Indigo Renderer 4.6.4 Release

Post by pavoda » Thu Sep 08, 2022 7:58 pm

Indigo alives. Thanks!

User avatar
pavoda
Posts: 188
Joined: Tue Dec 20, 2016 10:05 am

Re: Indigo Renderer 4.6.4 Release

Post by pavoda » Thu Sep 08, 2022 8:41 pm

Max contributions still doesnt has effect with "optimise for denoising" active on GPU rendering. This makes nasty blury farflies

User avatar
Zalevskiy
Posts: 221
Joined: Thu Jul 16, 2015 12:36 am
Location: Mars
3D Software: Blender

Re: Indigo Renderer 4.6.4 Release

Post by Zalevskiy » Thu Sep 08, 2022 9:05 pm

Enrico wrote:
Thu Sep 08, 2022 5:36 am
Hi Ono! Where is the render_env_caustics option?
Indigo 4.6.4 => Save Scene Ass...
untitled.Scene.00001.igs


open .igs file with Notepad++


<render_env_caustics>true</render_env_caustics>
Attachments
render_env_caustics.png

User avatar
juan_irender
Indigo 100
Posts: 242
Joined: Tue Jun 23, 2009 12:37 pm
Location: Spain

Re: Indigo Renderer 4.6.4 Release

Post by juan_irender » Fri Sep 09, 2022 1:05 am

Hi.
Nice to see Indigo again on the track.

Ciao!

User avatar
Zalevskiy
Posts: 221
Joined: Thu Jul 16, 2015 12:36 am
Location: Mars
3D Software: Blender

Re: Indigo Renderer 4.6.4 Release

Post by Zalevskiy » Fri Sep 09, 2022 5:52 am

Perhaps another error or restriction of the GPU mode



1. GPU Back Side Glass Medium Precedence 9
2. GPU Back Side Glass Medium Precedence 10
3. GPU Back Side Glass Medium Precedence 11

4. BidirMTL Back Side Glass Medium Precedence 9
5. BidirMTL Back Side Glass Medium Precedence 10
6. BidirMTL Back Side Glass Medium Precedence 11


2 and 5 ?!!
000.jpg
Attachments
IMPmatdb2Side.zip
Blender 2.93.10
(5.72 MiB) Downloaded 54 times
IMPmatdbHDRI_SunEktachrome-64CD.png
IMPmatdbHDRI_SunFix.png
two sun :)
_sunexr00011++.png
exr+sun Ektachrome-64CD

Enrico
Posts: 23
Joined: Wed Jul 20, 2011 7:29 am

Re: Indigo Renderer 4.6.4 Release

Post by Enrico » Sat Sep 10, 2022 3:40 am

Zalevskiy wrote:
Thu Sep 08, 2022 9:05 pm
Enrico wrote:
Thu Sep 08, 2022 5:36 am
Hi Ono! Where is the render_env_caustics option?
Indigo 4.6.4 => Save Scene Ass...
untitled.Scene.00001.igs


open .igs file with Notepad++


<render_env_caustics>true</render_env_caustics>
Thank you Zelevskiy for the quick reply but...I would like to know if there is a "button" inside the Indigo mask that turns on and off this option! Thanks :)

User avatar
Zalevskiy
Posts: 221
Joined: Thu Jul 16, 2015 12:36 am
Location: Mars
3D Software: Blender

Re: Indigo Renderer 4.6.4 Release

Post by Zalevskiy » Sat Sep 10, 2022 2:07 pm

Glass_Windshield_Coating.igm material bug with BidirMTL mode


Coating layer IOR 1,1000 to 1,0000 (or 1,2000+) eliminates white and black dots

With the value of the IOR 1.1 something incomprehensible occurs

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<medium>
		<name>MedGlassWindshield</name>
			<precedence>10</precedence>
			<basic>
				<ior>1.25</ior>
				<cauchy_b_coeff>0</cauchy_b_coeff>
				<max_extinction_coeff>1</max_extinction_coeff>
				<fast_sss>false</fast_sss>
				<absorption_coefficient>
					<constant>
						<rgb>
							<rgb>2.394298195839 2.394298195839 2.394298195839</rgb>
							<gamma>1</gamma>
						</rgb>
					</constant>
				</absorption_coefficient>
			</basic>
	</medium>
	<material>
		<name>Glass_Windshield</name>
		<specular>
			<internal_medium_name>MedGlassWindshield</internal_medium_name>
			<transparent>true</transparent>
			<arch_glass>false</arch_glass>
			<single_face>false</single_face>
		</specular>
	</material>
	<material>
		<name>Glass_Windshield_Coating</name>
		<coating>
			<absorption>
				<constant>
					<rgb>
						<rgb>2.394298195839 2.394298195839 2.394298195839</rgb>
						<gamma>1</gamma>
					</rgb>
				</constant>
			</absorption>
			<thickness>
					<constant>0.001</constant>
			</thickness>
			<roughness>
					<constant>0.00125</constant>
			</roughness>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1.1</ior>
			<interference>false</interference>
			<substrate_material_name>Glass_Windshield</substrate_material_name>
		</coating>
	</material>
</scenedata>
Attachments
BiMTL_1000spp.jpg
Pt_1000spp.jpg

User avatar
Zalevskiy
Posts: 221
Joined: Thu Jul 16, 2015 12:36 am
Location: Mars
3D Software: Blender

Re: Indigo Renderer 4.6.4 Release

Post by Zalevskiy » Tue Sep 13, 2022 8:26 am

chrome coated material bug in GPU mode
gpu_material_bug.gif

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<material>
		<name>phong_substrate</name>
		<phong>
			<exponent>
					<constant>5000</constant>
			</exponent>
			<roughness>
					<constant>0.15</constant>
			</roughness>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1.5</ior>
			<nk_data>nkdata/cr.nk</nk_data>
		</phong>
	</material>
	<material>
		<name>Chrome_Coated_Shader</name>
		<coating>
			<absorption>
				<constant>
					<uniform>
						<value>10000</value>
					</uniform>
				</constant>
			</absorption>
			<thickness>
				<shader>
						<shader><![CDATA[def thickness_um() real : 
	0.18 + 2.8 * fbm(
    	posOS() + fbm3Valued(posOS() * 12.0, 12),
    1)
		
            
def eval(vec3 pos) real :
	0.0000095 * thickness_um()
						]]></shader>
				</shader>
			</thickness>
			<roughness>
					<constant>0.5</constant>
			</roughness>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1.8</ior>
			<interference>true</interference>
			<substrate_material_name>phong_substrate</substrate_material_name>
		</coating>
	</material>
</scenedata>

User avatar
Phoenix
Indigo 100
Posts: 158
Joined: Tue Jul 04, 2006 2:15 am
Contact:

Re: Indigo Renderer 4.6.4 Release

Post by Phoenix » Tue Sep 13, 2022 12:39 pm

Yeah, finally a sign of life again.
It's nice to see that development isn't completely dead after all.
I had almost given up on it.

I hope that this will now also be the case more regularly again.
Otherwise it would be a real pity for this nice renderer.

User avatar
thesquirell
Posts: 427
Joined: Fri Aug 29, 2014 3:49 am
Location: Novi Sad, Serbia

Re: Indigo Renderer 4.6.4 Release

Post by thesquirell » Thu Sep 15, 2022 9:44 pm

Phoenix wrote:
Tue Sep 13, 2022 12:39 pm
Otherwise it would be a real pity for this nice renderer.
Not just "nice", THE BEST! I know how you feel, I had to change main render engine, and feel so ill, like my wife left me. Lol, I'm going crazy...FOR INDIGO!

Post Reply
32 posts

Who is online

Users browsing this forum: No registered users and 6 guests