http://www.indigorenderer.com/joomla/in ... &Itemid=62
This is a highly experimental release.
Major surgery has been done on many parts of the code.
All new XML is tentative, and is likely to change before a stable release.
changelog:
1.1.1
* subdivision + smoothing for meshes
* displacement mapping
* Fractal Brownian Motion (fbm) procedural maps.
* added info overlay.
* changed normal shading code for diffuse and phong to fix fireflies.
* fixed crash of Indigo on meshes with zero triangles, mesh is just ignored now.
* added TIFF image support
* added error message when blending two delta distribution materials, or using a displacing child material for blend materials.
* added step_null_blend to BlendMaterial
* added shift lens with the lens_shift_up_distance, lens_shift_right_distance camera XML elements
* fixed BlendMaterial specular blend bug
* added -seed for setting the RNG seed, added RNG seed transmission for network rendering.
* fixed bug which gave bad sampling when diffuse colour = 0 and using an albedo map for Phong
* added support for greyscale images, updated manual
* changed kd-tree construction: slower but higher quality.
* added max number of lines in GUI log window
* added error message for non-invertible transform matrices
* added -igio, -uexro, -texro command line options for outputting HDR images to particular paths
* messed around with aperture diffraction so that glare from the sun etc.. should render better.
Subdivision + smoothing controls:
Code: Select all
<mesh>
<name>obj_sphere</name>
<normal_smoothing>false</normal_smoothing>
<max_num_subdivisions>5</max_num_subdivisions>
<subdivide_pixel_threshold>0.0</subdivide_pixel_threshold>
<subdivide_curvature_threshold>0.1</subdivide_curvature_threshold>
<subdivision_smoothing>true</subdivision_smoothing>
subdivide_pixel_threshold: triangles will not be subdivided if they subtend a smaller pixel width than this threshold. View dependent, and therefore cannot be used with instanced meshes.
subdivide_curvature_threshold: triangles will not be subdivided if their curvature is lower than this value.
subdivision_smoothing: if true, subdivided triangle vertices are displaced towards the smooth limit surface.
Displacement mapping:
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<displacement_map>
<uv_set>default</uv_set>
<path>indigo.jpg</path>
<exponent>2.2</exponent>
<b>0.1</b>
</displacement_map>
Use an FBM map for displacement example:
Code: Select all
<displacement_map>
<fbm>
<u_scale>100.0</u_scale>
<v_scale>100.0</v_scale>
</fbm>
<uv_set>default</uv_set>
<b>0.1</b>
<c>0.0</c>
</displacement_map>
Prints a small text message on bottom of renders.
put this in renderer_settings:
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<info_overlay>true</info_overlay>
Enabled by default, applies step function to blend factor when a null material is used in a blend.
The net result is faster rendering when rendering null blends.
Shift lens
Shift distance units are meters.
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<camera>
<!-- stuff -->
<lens_shift_up_distance>0.008</lens_shift_up_distance>
<lens_shift_right_distance>0.001</lens_shift_right_distance>
</camera>
Useful for checking out what subdivision does. Only works for diffuse.
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<diffuse>
<random_triangle_colours>true</random_triangle_colours>