SkIndigo 3.0.14 (3.0 Stable)
SkIndigo 3.0.14 (3.0 Stable)
You must have Indigo 3.0.10 or greater installed for this version to work.
EDIT: Added version 3.0.14
EDIT: Added version 3.0.10b. Please upgrade for compatibility with IndigoRT
#Version 3.0.14
#Fixed: Environment map export (light layer bug introduced in 3.0.10b)
#Version 3.0.10b
#Fixed: bugs for exporting constant emission, surface color, and other wavelength dependent parameters
#Fixed: no longer exporting unused light layers
#Added: compatiblity with IndigoRT - user must specify the Indigo path (Plugins->SkIndigo->Set Indigo Path)
#Fixed: Bugs in RGB spectrum picker
#Added: auto-lounching of renders on Mac
#Version 3.0.10
#Added: vignetting control (in camera settings)
#Added: material id tracer (to tracing method drop down in advanced render settings)
#Removed: frame upload period (no longer used by Indigo)
#Added: IGQ format support for animations (Animation export now works on Mac - batch files no longer required - open the exported IGQ file in Indigo to render the animation)
#Removed: Apply settings to scene (temporary removal until bugs are fixed)
#Removed: inifile access button from render settings
SkIndigo 3.0.14 Windows Installer
SkIndigo 3.0.14 Zip Archive (Mac)
I realize that this is a smaller changelog than you may have expected given the time since the last release, but rest assured, a lot of great improvements are coming for future updates to SkIndigo 3.0. Stay tuned...
Enjoy!
Whaat
EDIT: Added version 3.0.14
EDIT: Added version 3.0.10b. Please upgrade for compatibility with IndigoRT
#Version 3.0.14
#Fixed: Environment map export (light layer bug introduced in 3.0.10b)
#Version 3.0.10b
#Fixed: bugs for exporting constant emission, surface color, and other wavelength dependent parameters
#Fixed: no longer exporting unused light layers
#Added: compatiblity with IndigoRT - user must specify the Indigo path (Plugins->SkIndigo->Set Indigo Path)
#Fixed: Bugs in RGB spectrum picker
#Added: auto-lounching of renders on Mac
#Version 3.0.10
#Added: vignetting control (in camera settings)
#Added: material id tracer (to tracing method drop down in advanced render settings)
#Removed: frame upload period (no longer used by Indigo)
#Added: IGQ format support for animations (Animation export now works on Mac - batch files no longer required - open the exported IGQ file in Indigo to render the animation)
#Removed: Apply settings to scene (temporary removal until bugs are fixed)
#Removed: inifile access button from render settings
SkIndigo 3.0.14 Windows Installer
SkIndigo 3.0.14 Zip Archive (Mac)
I realize that this is a smaller changelog than you may have expected given the time since the last release, but rest assured, a lot of great improvements are coming for future updates to SkIndigo 3.0. Stay tuned...
Enjoy!
Whaat
Re: SkIndigo 3.0.10
welcome back (...from Artisan)
Re: SkIndigo 3.0.10
Thank you Whaat!
We'll take this issue like an intermediate step
We'll take this issue like an intermediate step
Re: SkIndigo 3.0.10
Thank you whaat for the update!
I will use the new checkbox for disabling "vignetting" to create a tutorial for creating a cubic panorama of a sketchup model in the next days...
Cotty
I will use the new checkbox for disabling "vignetting" to create a tutorial for creating a cubic panorama of a sketchup model in the next days...
Cotty
little gallery... http://unverzagt.biz/cottysgallery/
- fractal.design
- Posts: 51
- Joined: Wed Sep 08, 2010 4:38 pm
Re: SkIndigo 3.0.10
Awesome work, thanks so much.
Still getting acquired with Indigo3, but is there a way to select GPU accelleration through Skindigo? or by default?
Thanks for the great work Whaat
Still getting acquired with Indigo3, but is there a way to select GPU accelleration through Skindigo? or by default?
Thanks for the great work Whaat
Re: SkIndigo 3.0.10
At the moment I guess you don't have the option to activate the GPU rendering from SkIndigo. You can "export the scene as..", though, and then load it into indigo; finally check the GPU rendering mode and launch the render.
- fractal.design
- Posts: 51
- Joined: Wed Sep 08, 2010 4:38 pm
Re: SkIndigo 3.0.10
Ok, cool, thanks.
Edit: It appears to stay on from when I previously turned GPU accel on.
Edit: It appears to stay on from when I previously turned GPU accel on.
- joeyslucky22
- Posts: 19
- Joined: Sat Jul 17, 2010 4:36 am
- Location: Madison, WI
Re: SkIndigo 3.0.10
Whaat!?!? I wasn't expecting this!
You are an amazing human being and I'm sure I speak for many unregistered forum users when I say, thank you for all your hard work!
You are an amazing human being and I'm sure I speak for many unregistered forum users when I say, thank you for all your hard work!
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
Is there a list of supported GPU's for Mac? Indigo crashes hard whenever I give GPU rendering a try.
I'm using a ATI Radeon HD 5870, BTW.
I'm using a ATI Radeon HD 5870, BTW.
Re: SkIndigo 3.0.10
Hi Frutiger,Frutiger wrote:Is there a list of supported GPU's for Mac? Indigo crashes hard whenever I give GPU rendering a try.
I'm using a ATI Radeon HD 5870, BTW.
can you send the crash report to support at indigorenderer dot com? We will look into this issue.
Re: SkIndigo 3.0.10
Hi Whaat
Nice job !
gonna test that soon !
thanks !
Nice job !
gonna test that soon !
thanks !
Re: SkIndigo 3.0.10
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'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.
Re: SkIndigo 3.0.10
I have a mid 2010 iMac which features (I believe) an ATI Radeon HD 5750. Are you working on a Mac Pro or is that a newer Thunderbolt iMac ?Frutiger wrote:Is there a list of supported GPU's for Mac? Indigo crashes hard whenever I give GPU rendering a try.
I'm using a ATI Radeon HD 5870, BTW.
Either way, on the test scenes the GPU support does speed things up a bit. With the non-GPU render modes the samples/second usually increase as the render continues and then level out after a while. In GPU mode it starts really high and then drops rapidly. On the test scenes (Caterpillar) it ended up making a significant difference in speed (samples/second).
However, in my current project it started very high but then dropped to a number of around 90k samples/second, while in non-GPU-Path-Tracing it was over 300k. That was a bit of a surprise!
iMac 2.93 GHz Quad Core i7. 12 GB memory
ATI Radeon HD 5750M 1024 MB
OS X 10.10.3 Yosemite
Blender 2.72, Blendigo 3.8.25, Indigo 3.8.26
Trippy Lighting LLC - Colorful LED lighting systems
High Power RGB LED driver - Blog
ATI Radeon HD 5750M 1024 MB
OS X 10.10.3 Yosemite
Blender 2.72, Blendigo 3.8.25, Indigo 3.8.26
Trippy Lighting LLC - Colorful LED lighting systems
High Power RGB LED driver - Blog
- fractal.design
- Posts: 51
- Joined: Wed Sep 08, 2010 4:38 pm
Re: SkIndigo 3.0.10
[quote="Headroom"... However, in my current project it started very high but then dropped to a number of around 90k samples/second, while in non-GPU-Path-Tracing it was over 300k. That was a bit of a surprise![/quote]
Testing using my old project with a 10min timelimit, it came out 3x more spp.
Just saying.
Thats with my GeForce GTX 460 (and quad i5)
Maybe the type of scene and GPU makes a difference?
Will test some more using different options etc, (on the indigo test scenes)
Testing using my old project with a 10min timelimit, it came out 3x more spp.
Just saying.
Thats with my GeForce GTX 460 (and quad i5)
Maybe the type of scene and GPU makes a difference?
Will test some more using different options etc, (on the indigo test scenes)
Re: SkIndigo 3.0.10
As can obviously be expected! That was sort of the pointfractal.design wrote: Maybe the type of scene and GPU makes a difference?
I am just surprised to see that there are such magnitudes of difference going in both directions.
Form example I tried my luck with David Mullen's PinTest just a moment ago.
PT is around 739k samples/second after about 6 min
PT-GPU 230k samples/second after 2:30 min
The Caterpillar scene the difference is in the opposite direction (so to speak):
PT-GPU 300k samples/second after about 4 minutes
PT 41k samples/seconds after about 2:30 min
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