Indigo Renderer 3.2.9

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Indigo Renderer 3.2.9

Post by OnoSendai » Sat Mar 10, 2012 7:55 am

This is a Beta release.
If you spot any bugs or problems, please make a post about them in this thread.
Thanks!

Indigo for Windows 32-bit:
IndigoRenderer_3.2.9_Setup.exe

Indigo for Windows 64-bit:
IndigoRenderer_x64_3.2.9_Setup.exe


Indigo for Linux 32-bit:
IndigoRenderer_v3.2.9.tar.gz

Indigo for Linux 64-bit:
IndigoRenderer_x64_v3.2.9.tar.gz

Indigo for Mac OSX (10.5 - 10.7):
IndigoRenderer3.2.9.dmg


Indigo RT for Windows 32-bit:
IndigoRT_3.2.9_Setup.exe

Indigo RT for Windows 64-bit:
IndigoRT_x64_3.2.9_Setup.exe

Indigo RT for Linux 32-bit:
IndigoRT_v3.2.9.tar.gz

Indigo RT for Linux 64-bit:
IndigoRT_x64_v3.2.9.tar.gz

Indigo RT for Mac OSX (10.5 - 10.7):
IndigoRT3.2.9.dmg

Changelog:
3.2.9
* Fixed problem with realtime displacement changes and network rendering.
* Hopefully fixed issue where read of network_licence.sig failed and stopped the render.
* Hopefully fixed issue with failure to read licence.sig in some cases.
* Fixed default wavelength independent shader
* Improved tracing precision
* fixed tonemapping control sometimes showing wrong tonemapping type.
* Updated to latest SkIndigo 3.2.8
* Fixed crash when adding a new material while network rendering, then applying it.
* Fixed some UI issues for OS X.
* Fixed mem leaks of CUDA buffers in case of error.
* Fixed problem with dark edges when using bidir due to precision problems.
* Updated OS X installer.
* Fixed problem with correlation with network rendering with path tracing.
* Light layer settings are now saved properly in the scene.
* Added back and improved the network slave shortcut on OS X.
* Fixed bug that caused the timer to reset when changing options.

StompinTom
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Re: Indigo Renderer 3.2.9

Post by StompinTom » Sat Mar 10, 2012 8:37 am

Woohoo! Off to play.

Getting closer to a stable 3.2 release?

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OnoSendai
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Re: Indigo Renderer 3.2.9

Post by OnoSendai » Sat Mar 10, 2012 9:08 am

StompinTom wrote:Woohoo! Off to play.

Getting closer to a stable 3.2 release?
Yes indeed!
This one can be considered a release candidate.

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zeitmeister
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Indigo Renderer 3.2.9

Post by zeitmeister » Sat Mar 10, 2012 9:32 am

Whahey!
Fantastic Update!!!

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dakiru
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Re: Indigo Renderer 3.2.9

Post by dakiru » Sat Mar 10, 2012 9:47 am

Cool :D

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solarray
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Re: Indigo Renderer 3.2.9

Post by solarray » Sun Mar 11, 2012 7:38 am

What is the minimum nvidia requirement for this indigo version. I installed the 295.73 but I have some problems with it (very slow reaction in indigo) but not only in indigo also in blender, seem to be driver related.

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Zom-B
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Re: Indigo Renderer 3.2.9

Post by Zom-B » Sun Mar 11, 2012 10:42 pm

solarray wrote:...(very slow reaction in indigo) but not only in indigo also in blender, seem to be driver related.
this can be related to very high GPU utilization, something I experianced on my windows system too for some scenes. A GPU usage limitation or a lower priority for Indigo to keep the system usable during rendering would be a nice feature :)
Last edited by Zom-B on Mon Mar 12, 2012 2:14 am, edited 1 time in total.

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solarray
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Re: Indigo Renderer 3.2.9

Post by solarray » Sun Mar 11, 2012 10:49 pm

Thanks for the hint zom-b but in my case it was some kind of bad driver overlapping. I cleaned my system from all video drivers and installed the newest again.

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snorky
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Re: Indigo Renderer 3.2.9

Post by snorky » Mon Mar 12, 2012 8:41 pm

Zom-B wrote:A GPU usage limitation or a lower priority for Indigo to keep the system usable during rendering would be a nice feature :)
does the cpu affinity enough?

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lycium
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Re: Indigo Renderer 3.2.9

Post by lycium » Tue Mar 13, 2012 12:30 am

Regarding the GPU acceleration lagging the OS, to some degree this is a driver/operating system issue, because unlike CPUs, GPUs don't have preemptive multi-tasking, so if a particular work "chunk" takes long, it just can't be interrupted and the operating system can't redraw until it's done.

This is one of the major benefits of using a smaller GPU to drive the display, separate from the one used for GPU compute purposes.

On the other hand, as Zom-B suggested, we could try to counteract this behaviour a little by looking at how long the kernels run for and adjusting the work size etc, however this complicates the design and would necessarily come after 3.2 Stable!

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Re: Indigo Renderer 3.2.9

Post by Zom-B » Tue Mar 13, 2012 8:03 am

lycium wrote:...because unlike CPUs, GPUs don't have preemptive multi-tasking...
It seems Windows 8 has it: http://www.anandtech.com/show/5630/inde ... preview/14

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lycium
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Re: Indigo Renderer 3.2.9

Post by lycium » Tue Mar 13, 2012 8:04 am

Oh! Now that's really some good news 8)

There will probably be a few % performance lost, but it's worth it to not have the display molested by various programs wanting to use GPU resources...

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Re: Indigo Renderer 3.2.9

Post by StompinTom » Thu Mar 15, 2012 2:36 am

Will the 3.2 stable release be coordinated with updated exporters?

Blender just got the Bmesh overhaul, so I'm pretty sure (haven't tested yet) that exporting is borked with Blender 2.62. I'm loving the latest exporter for 2.61, it's becoming amazing, but I'm also very excited about all the new modeling improvements with Bmesh. All in due time, I guess! :)

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Re: Indigo Renderer 3.2.9

Post by lycium » Thu Mar 15, 2012 3:14 am

We'll definitely co-ordinate to get all our ducks in a row for the 3.2 Stable release :)

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snorky
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Re: Indigo Renderer 3.2.9

Post by snorky » Fri Mar 16, 2012 2:35 am

maybe bug?

open an igm with displacement (texture)
start render
stop it
on property editor click on dispacement's image to set another "scale (b)" with up&down button
close texture editor window
try to restart
freeze

---> see render log and samples/s value when you change scale(b) value <---

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