Maybe I'm retarded, but why does samples/seconds matter so much? (shouldn't the end quality after x time be the important thing?)Headroom wrote: PT 41k samples/seconds after about 2:30 min
SkIndigo 3.0.14 (3.0 Stable)
- fractal.design
- Posts: 51
- Joined: Wed Sep 08, 2010 4:38 pm
Re: SkIndigo 3.0.10
Re: SkIndigo 3.0.10
Hi Whaat!
I noticed that the render methods in SkIndigo have different names from the ones we find in the Indigo GUI: could it be possible to uniform those? So the correlation is more intuitive!
Second request: would it be possible to enable/disable the GPU contribution through the exporter too? Obviously, enabling GP support should warn the automatic switch to PT (as it is somehow now with the architectural glass acceleration).
Thank you!
I noticed that the render methods in SkIndigo have different names from the ones we find in the Indigo GUI: could it be possible to uniform those? So the correlation is more intuitive!
Second request: would it be possible to enable/disable the GPU contribution through the exporter too? Obviously, enabling GP support should warn the automatic switch to PT (as it is somehow now with the architectural glass acceleration).
Thank you!
Re: SkIndigo 3.0.10
I am afraid you are reading too much into my posts. I was merely reporting a noticable difference in behavior between CPU supported Path Tracing and non-GPU PT. I am curious what experience other users have.fractal.design wrote:Maybe I'm retarded, but why does samples/seconds matter so much? (shouldn't the end quality after x time be the important thing?)Headroom wrote: PT 41k samples/seconds after about 2:30 min
Re: SkIndigo 3.0.10
Hi Pibuz,Pibuz wrote:Hi Whaat!
..I'm currently testing 3.0, but keeping 2.6.1 installed.
Could be useful to make SkIndigo point to a specific Indigo.exe: atm the additional specified path only works if SkIndigo cannot find a Indigo.exe in the default folder. In my case, there is a default folder, so my skindigo exports 3.0 scenes and starts with 2.6.1 Indigo.exe, which obviously causes crashes.
This is only a temp bug, I know, but could be useful for future releases, I think.
My hint is: remove the "Indigo default folder" search, and specify the exe location when installing SkIndigo. The path should be then re-set afterwards, to ensure a sort of flexibility.
I am currently doing some modifications in this area. I really like the idea of SkIndigo automatically finding the correct path to Indigo but it is now even more complicated with the release of Indigo RT. I may have to make the change that you suggest as a compromise.
Re: SkIndigo 3.0.10
I am not suggesting the automatic finding Dale! Just the opposite! I suggest to have an option to manually point the desired Indigo.exe!
...my english must be gone worse...

...my english must be gone worse...

Re: SkIndigo 3.0.10
Yeah, I will probably adjust this. Thanks.Pibuz wrote:Hi Whaat!
I noticed that the render methods in SkIndigo have different names from the ones we find in the Indigo GUI: could it be possible to uniform those? So the correlation is more intuitive!
I don't think this is currently possible but I'll look into it. I could be wrong.Second request: would it be possible to enable/disable the GPU contribution through the exporter too? Obviously, enabling GP support should warn the automatic switch to PT (as it is somehow now with the architectural glass acceleration).
Thank you!
Re: SkIndigo 3.0.10
No, I understand exactly what you meant but I think my response was confusing!Pibuz wrote:I am not suggesting the automatic finding Dale! Just the opposite! I suggest to have an option to manually point the desired Indigo.exe!![]()
...my english must be gone worse...

Re: SkIndigo 3.0.10
Has anyone tried rendering a simple PNG cutout with alpha channel using Indigo 3.0? 

Re: SkIndigo 3.0.10
Hey hey hey! You must put that to the ADDED list! I'm trying now! YOU BET!
EDIT: THIS IS COOOOOOOOL! thank you Whaat!
I'm going to try with a harder scene now
RE-EDIT: YAY! works with tif textures too!
EDIT: THIS IS COOOOOOOOL! thank you Whaat!
I'm going to try with a harder scene now

RE-EDIT: YAY! works with tif textures too!
Re: SkIndigo 3.0.10
btw, we don't actually need the alpha channel: simply, the base image must have transparent parts!Whaat wrote:Has anyone tried rendering a simple PNG cutout with alpha channel using Indigo 3.0?
That's even cooler!!!!!
- joeyslucky22
- Posts: 19
- Joined: Sat Jul 17, 2010 4:36 am
- Location: Madison, WI
Re: SkIndigo 3.0.10
Heck yeah!! Awesome! I was wondering if that would eventually be implemented! Way to go Whaat!
SketchUp 8 || Windows 7 Home Premium x64 || CPU: i7-2600k @ 3.4 GHz || 16 GB DDR3 || GPU: GTX 570 1280MB
Re: SkIndigo 3.0.10
Don't thank me! It was implemented on the Indigo 3.0 side. That's why it's not in my changelog.joeyslucky22 wrote:Heck yeah!! Awesome! I was wondering if that would eventually be implemented! Way to go Whaat!
- joeyslucky22
- Posts: 19
- Joined: Sat Jul 17, 2010 4:36 am
- Location: Madison, WI
Re: SkIndigo 3.0.10
Woops! Got confused lol. Thanks for nothing! 
I'm liking 3.0 more and more!

I'm liking 3.0 more and more!
SketchUp 8 || Windows 7 Home Premium x64 || CPU: i7-2600k @ 3.4 GHz || 16 GB DDR3 || GPU: GTX 570 1280MB
Re: SkIndigo 3.0.10
Updated first post with 3.0.10b
-
- Posts: 105
- Joined: Sun Oct 11, 2009 11:30 am
- Location: newyorkcity
Re: SkIndigo 3.0.10
nice!Whaat wrote: #Added: auto-lounching of renders on Mac
seems like magic

thank you.
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