Indigo Renderer 3.0 and Indigo RT

General News and accouncements regarding the Indigo render engine
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Bosseye
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Re: Indigo Renderer 3.0 and Indigo RT

Post by Bosseye » Thu Jun 23, 2011 12:49 am

Zom-B wrote:
Bosseye wrote:And with GPU acceleration disabled, speed gains over v2.6 are not phenomenal on my machine. Same image run:
V2.6 - 5m, 17.23spp, 75k samples
v3.0 - 5m, 18.27spp, 79k samples

Actual image quality is not visibly better though, but perhaps after 5 minutes its not long enough to appreciate the speed gain of version 3.0
Just to pick this up:
The PT mode was enhanced quite much compared to 2.6 but not regarding samples/sec but convergence speed and quality. flat areas like walls cleaned up way slower in 2.6 and also the ugly "box artifacts" in PT mode clear up now quite fast!
Since also this evil Bug was fixed I can't give ya example images, but you have to compare in a more complex scenes like a interior and render for 20min, since the quality jump is recognizable better during longer render progress.
Sounds reasonable, as I say above 5 minutes probably isn't long enough to get an idea of overall image quality. Its not a big issue for me anyway, its the GPU acceleration I want to test before I go about getting the company to upgrade.

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Bosseye
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Re: Indigo Renderer 3.0 and Indigo RT

Post by Bosseye » Thu Jun 23, 2011 2:42 am

Updated Nvidia Drivers to latest version 275.36 - works like a charm now. Also in the GPU dialogue box its showing as Quadro 4000 (CUDA) rather than Quadro 4000 (OpenCL).

As a quick benchmark, same scene as before:
v3.0, Processor only - 5m, 18.27spp, 79k samples
v3.0, GPU enabled - 5m, 65.99spp, 281k samples.

Much better.

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Pibuz
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Re: Indigo Renderer 3.0 and Indigo RT

Post by Pibuz » Thu Jun 23, 2011 2:48 am

With a GTX480 I can't reach that enhancement....
I've done some small tests, but I don't see a x3 speed improvement..

I'm no video card expert: is that normal?

Xaon
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Re: Indigo Renderer 3.0 and Indigo RT

Post by Xaon » Thu Jun 23, 2011 9:43 am

With version 3.0 of Indigo, I turn to approximately 300 to 400 k/s to see 800. I climb even with 1500 k/s in a scene closed with a lamp. I however have only one simple HD 5770 as well as Athlon 64 X2 6000+ to 3.00 GHz.

Indigo 3.0 provided not more samples/s with material acceleration, but returned is more Net in less than time.

While changing the parameters of the camera (triangle, for example) and while exploiting the adjustments, I can turn to 4000 k/s, but returned will be more largely longer.

Approximately: Less rays, + of quality.

At all events, Indigo detects me only 800 Mo out of the 1 Go exploitable of my graphic card…: /

I use an automatic translation…

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Pibuz
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Re: Indigo Renderer 3.0 and Indigo RT

Post by Pibuz » Thu Jun 23, 2011 11:49 pm

Sorry guys..has anyone compared the GPU acceleration vs no GPU acceleration on the same scene in a win32 ambient yet? Just to make sure my gtx480 finally works properly...

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Re: Indigo Renderer 3.0 and Indigo RT

Post by Xaon » Thu Jun 23, 2011 11:56 pm

Pibuz wrote:Sorry guys..has anyone compared the GPU acceleration vs no GPU acceleration on the same scene in a win32 ambient yet? Just to make sure my gtx480 finally works properly...
I will carry out some test with and without acceleration GPU (I am in 32 bits). I will post captures of screens soon.

Edit :

First capture:
153k-4m12-gpu-off.png
GPU acceleration: Off
Adjustments camera by default

Second capture:
258k-4m12-gpu-on.png
GPU acceleration: On
Adjustments camera by default

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Pibuz
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Re: Indigo Renderer 3.0 and Indigo RT

Post by Pibuz » Fri Jun 24, 2011 12:37 am

Thanks Xaon!
Mind to tell us what are your CPU and GPU config atm?

..and share the test scene maybe? So we can compare the result! THANKS A LOT MATE!

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Re: Indigo Renderer 3.0 and Indigo RT

Post by Xaon » Fri Jun 24, 2011 12:51 am

I carried out another test with without sun, with a light. Without material acceleration returned is a little slower (I am astonished besides that my processor is also fast!). I find the result disappointing with support GPU; many luminous tasks appear without being erased…

GPU OFF :
light-142k-4m12-gpu-off.png
GPU ON :
light-875k-4m12-gpu-on.png
Pibuz, I sent a private message to you.

StompinTom
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Re: Indigo Renderer 3.0 and Indigo RT

Post by StompinTom » Fri Jun 24, 2011 2:31 am

For lights, could Temperature be normalized so that it's within the same range as RGB values? There's a huge shift in intensity when switching to Temperature in Blender.

For a white RGB light I typically have to jack it up to 15 000 unites of power with a 1.0x10^5 gain.

Switching that light to a 5000K temperature, the intensity is blown off the charts and using different power and gain values doesn't seem to make a difference...

EDIT: Light power also seems to depend very strongly on what temperature it is set to. A light at 1000K is extremely dim while a light at 8000K blasts the scene to white. Very different from the Indigo GUI, which just changes the color and keeps the intensity the exact same. This is an unintuitive inconsistency. Is there a rule for this?
Last edited by StompinTom on Fri Jun 24, 2011 2:42 am, edited 1 time in total.

FakeShamus
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Re: Indigo Renderer 3.0 and Indigo RT

Post by FakeShamus » Fri Jun 24, 2011 2:38 am

hey, so I haven't gotten any response about this - mac version is totally useless in gpu mode, crashes with the simplest scenes. console reads:

Code: Select all

6/23/11 10:28:29 AM	[0x0-0x31d61d3].com.apple.IndigoRenderer[75542]	Indigo::Exception while calling traceRays(): clEnqueueNDRangeKernel failed: [Unknown: -54]
6/23/11 10:28:29 AM	[0x0-0x31d61d3].com.apple.IndigoRenderer[75542]	Fatal Error: LensMaterial::scatterSingleFreq
6/23/11 10:28:30 AM	com.apple.launchd.peruser.501[119]	([0x0-0x31d61d3].com.apple.IndigoRenderer[75542]) Job appears to have crashed: Segmentation fault
this is on a brand new 8-core mac pro, OSX 10.6.7, with ATI Radeon HD 5870 (1 gb ram, but Indigo only reads it as 512 mb). I'm testing the openCL mac build. is anyone else out there with a mac having problems?

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Jambert
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Re: Indigo Renderer 3.0 and Indigo RT

Post by Jambert » Sat Jun 25, 2011 1:53 am

Just tried 3.0, it's realy amazing, great work. But... I used to work with external material, will it be supported soon?

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Pibuz
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Re: Indigo Renderer 3.0 and Indigo RT

Post by Pibuz » Tue Jun 28, 2011 5:18 am

Hi guys!
Just tried displacement over the matdb scene: still doesn't work properly.

Is the fix on your todo list? :)
Thanks a lot!

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Ecuadorian
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Re: Indigo Renderer 3.0 and Indigo RT

Post by Ecuadorian » Wed Jun 29, 2011 8:12 am

On Indigo RT, only Path Tracing is available if I turn GPU acceleration on. Any plans to support the other render methods, too?

I see a 2x speed increase by turning the GPU on (Core i5 750 + GTX 570). I wonder what kind of GPU you need for a 3x increase.

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Zom-B
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Re: Indigo Renderer 3.0 and Indigo RT

Post by Zom-B » Wed Jun 29, 2011 8:47 am

Ecuadorian wrote:On Indigo RT, only Path Tracing is available if I turn GPU acceleration on. Any plans to support the other render methods, too?
I'm sure Glare is very interested to adapt MLT and BiDir to GPU too, but this whole technology is quite "state-of-the-art" and even experimental.
Another quite interesting approach is to make PT more robust and enhance it to perform better in classy MLT favored scenes...
Ecuadorian wrote:I see a 2x speed increase by turning the GPU on (Core i5 750 + GTX 570). I wonder what kind of GPU you need for a 3x increase.
This is the first GPU render release, so I'm sure there is still a lot of space for (speed) improvements. If you take a lock on Indigos CPU history, there was a lot of speed enhancements over the time.
The GPU based part of Indigo will be enhanced by the team during 3.x development for sure so you'll end up with higher performance without upgrading your hardware ;)

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Jambert
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Re: Indigo Renderer 3.0 and Indigo RT

Post by Jambert » Wed Jun 29, 2011 6:27 pm

Up, what about external material support? Must I forget it?

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