Indigo 1.1.1

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Indigo 1.1.1

Post by OnoSendai » Wed May 28, 2008 12:57 am

Windows 32 bit:
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>
max_num_subdivisions: maximum number of subdivisions that will be performed. Each level of subdivision potentially results in 4x the number of triangles.

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:

Code: Select all

<displacement_map>
				<uv_set>default</uv_set>
				<path>indigo.jpg</path>
				<exponent>2.2</exponent>
				<b>0.1</b>
			</displacement_map>
FBM 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>
Info overlay
Prints a small text message on bottom of renders.
put this in renderer_settings:

Code: Select all

<info_overlay>true</info_overlay>
step_null_blend
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.

Code: Select all

	<camera>
		<!-- stuff -->

		<lens_shift_up_distance>0.008</lens_shift_up_distance>
		<lens_shift_right_distance>0.001</lens_shift_right_distance>
	</camera>
random triangle colours
Useful for checking out what subdivision does. Only works for diffuse.

Code: Select all

<diffuse>
        <random_triangle_colours>true</random_triangle_colours>
Last edited by OnoSendai on Wed May 28, 2008 1:17 am, edited 8 times in total.

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fused
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Post by fused » Wed May 28, 2008 1:00 am

wow, nice!

will test soon

edit: you've got a lot to explain :)
Last edited by fused on Wed May 28, 2008 1:02 am, edited 1 time in total.

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SmartDen
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Post by SmartDen » Wed May 28, 2008 1:01 am

HURRAY! aand WOW so much new features. thank you very much, master Ono!
Check normals, dude!

Image
Image

BbB
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Post by BbB » Wed May 28, 2008 1:10 am

Yeeeeeeeeeeee-ha!

Question number one (while we Blender guys wait for SmartDen): Do we still have massive memory consumption when using subdivision and displacement?

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pixie
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Post by pixie » Wed May 28, 2008 1:12 am

I was dreaming with this day! :-D Thanx Ono!

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OnoSendai
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Post by OnoSendai » Wed May 28, 2008 1:12 am

Well, 'massive' is a subjective term :)

But yeah, right now, each 'micro-triangle' is stored and treated as a normal triangle. So highly subdivided meshes will use a lot of RAM.

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Zom-B
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Post by Zom-B » Wed May 28, 2008 1:12 am

What a wonderful release.... Thnx Master Ono!!!!!
This is a super-duper release! love it!
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fused
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Post by fused » Wed May 28, 2008 1:16 am

nearly forgot: THX!!!

BbB
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Post by BbB » Wed May 28, 2008 1:19 am

Thx a million. (Rubbing my hands in anticipation)

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Pinko5
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Post by Pinko5 » Wed May 28, 2008 1:19 am

Tnx ONO!!!
Luca. ;)

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zsouthboy
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Post by zsouthboy » Wed May 28, 2008 1:21 am

<unreal tournament announcer>
HO LY SHIT it it it
(example here: http://www.youtube.com/watch?v=EJiqg7yBy8U)
</announcer>

Thanks Nick!

Question:
* changed kd-tree construction: slower but higher quality.
Explain? You probably meant slower to build and faster to lookup while rendering, but I can't tell...

EDIT: I suggest a contest as soon as the x64 builds are available - screenshot of most RAM used by the indigo process. :D Finally us guys with 8 GB get to put it to work!

EDIT 2: Ono, no displacement + subdivide test scenes in the test folder this time? :(
Last edited by zsouthboy on Wed May 28, 2008 1:32 am, edited 2 times in total.

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OnoSendai
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Post by OnoSendai » Wed May 28, 2008 1:26 am

zsouthboy wrote:<unreal tournament announcer>
HO LY SHIT it it it
</announcer>

Thanks Nick!

Question:
* changed kd-tree construction: slower but higher quality.
Explain? You probably meant slower to build and faster to lookup while rendering, but I can't tell...
Yes, that's what I meant :)

BbB
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Post by BbB » Wed May 28, 2008 1:30 am

I suggest a contest as soon as the x64 builds are available
Ono, will you be releasing a Windows 64-bit version of this one or only stabler releases?

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manitwo
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Post by manitwo » Wed May 28, 2008 1:35 am

wow! great :D
... *away testing*

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Zom-B
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Post by Zom-B » Wed May 28, 2008 1:45 am

a quick question... does Tiff support also mean 16bit or even 32bit support for textures *looking at displacement*.
And if Yes, are 16bit PNGs now used to, or still clamped down to 8bit?

btw: you forgot the random triangle colours on the changelog ;-)
Last edited by Zom-B on Wed May 28, 2008 1:48 am, edited 1 time in total.
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